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Comparing deliantra/server/common/map.C (file contents):
Revision 1.179 by root, Fri Dec 18 21:25:27 2009 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 (©) 2005,2006,2007,2008,2009 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 it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * 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>
23 */ 24 */
24 25
25#include <unistd.h> 26#include <unistd.h>
26 27
27#include "global.h" 28#include "global.h"
28#include "loader.h"
29#include "path.h" 29#include "path.h"
30 30
31//+GPL 31//+GPL
32 32
33sint8 maptile::outdoor_darkness; 33sint8 maptile::outdoor_darkness;
60 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);
61} 61}
62 62
63/* 63/*
64 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
65 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
66 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
67 * 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
68 * to block it from moving there. 68 * to block it from moving there.
69 * 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
70 * monster. 70 * monster.
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 mapspace &ms = m->at (sx, sy); 87 mapspace &ms = m->at (sx, sy);
88 88
91 91
92 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 94 * things we need to do for players.
95 */ 95 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
97 return 0; 97 return 0;
98 98
99 /* if there isn't anything alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
100 * 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
101 * 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
111 /* 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
112 * 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
113 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
115 */ 115 */
116 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
117 { 117 {
118 if (OB_MOVE_BLOCK (ob, tmp)) 118 if (OB_MOVE_BLOCK (ob, tmp))
119 { 119 {
120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
121 if (RESULT_INT (0)) 121 if (RESULT_INT (0))
145 return 1; // unconditional block 145 return 1; // unconditional block
146 146
147 } else { 147 } else {
148 // space does not block the ob, directly, but 148 // space does not block the ob, directly, but
149 // anything alive that is not a door still 149 // anything alive that is not a door still
150 // blocks anything but wizards. 150 // blocks anything
151 151
152 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob
154 && tmp != ob
155 && tmp->type != DOOR) 153 && tmp->type != DOOR
154 && tmp->head_ () != ob) //TODO: maybe move these check up?
156 return 1; 155 return 1;
157 } 156 }
158 } 157 }
159 158
160 return 0; 159 return 0;
161} 160}
162 161
163/* 162/*
164 * 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
165 * 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,
166 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
167 * 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
168 * object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
169 * 168 *
313 case KW_arch: 312 case KW_arch:
314 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
315 { 314 {
316 // TODO: why? 315 // TODO: why?
317 if (op->inv) 316 if (op->inv)
317 {
318 op->carrying = 0;
318 op->update_weight (); 319 op->update_weight ();
320 }
319 321
320 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))
321 { 323 {
322 // we insert manually because 324 // we insert manually because
323 // a) its way faster 325 // a) its way faster
360} 362}
361 363
362void 364void
363maptile::activate () 365maptile::activate ()
364{ 366{
365 if (spaces) 367 if (state != MAP_INACTIVE)
368 return;
369
366 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
367 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
368 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
369} 377}
370 378
371void 379void
372maptile::deactivate () 380maptile::deactivate ()
373{ 381{
374 if (spaces) 382 if (state != MAP_ACTIVE)
383 return;
384
375 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
376 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
377 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
378} 390}
379 391
380bool 392bool
381maptile::_save_objects (object_freezer &f, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
382{ 394{
394 406
395 for (object *op = spaces [i].bot; op; op = op->above) 407 for (object *op = spaces [i].bot; op; op = op->above)
396 { 408 {
397 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
398 410
399 if (expect_false (!op->can_map_save ())) 411 if (ecb_expect_false (!op->can_map_save ()))
400 continue; 412 continue;
401 413
402 if (expect_false (unique || op->flag [FLAG_UNIQUE])) 414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
403 { 415 {
404 if (flags & IO_UNIQUES) 416 if (flags & IO_UNIQUES)
405 op->write (f); 417 op->write (f);
406 } 418 }
407 else if (expect_true (flags & IO_OBJECTS)) 419 else if (ecb_expect_true (flags & IO_OBJECTS))
408 op->write (f); 420 op->write (f);
409 } 421 }
410 } 422 }
411 423
412 coroapi::cede_to_tick (); 424 coroapi::cede_to_tick ();
423 return false; 435 return false;
424 436
425 return freezer.save (path); 437 return freezer.save (path);
426} 438}
427 439
428maptile::maptile () 440void
441maptile::init ()
429{ 442{
430 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
431 444
432 /* 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
433 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
434 */ 447 */
435 width = 16; 448 width = 16;
436 height = 16; 449 height = 16;
437 timeout = 300; 450 timeout = 300;
438 max_items = MAX_ITEM_PER_ACTION; 451 max_items = MAX_ITEM_PER_ACTION;
439 max_volume = 2000000; // 2m³ 452 max_volume = 2000000; // 2m³
440}
441
442maptile::maptile (int w, int h)
443{
444 in_memory = MAP_SWAPPED;
445
446 width = w;
447 height = h;
448 reset_timeout = 0; 453 reset_timeout = 0;
449 timeout = 300;
450 enter_x = 0; 454 enter_x = 0;
451 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;
452 469
453 alloc (); 470 alloc ();
454} 471}
455 472
456/* 473/*
467 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
468} 485}
469 486
470//+GPL 487//+GPL
471 488
472/* 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
473 * 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
474 * at a later date. 491 * at a later date.
475 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
476 */ 493 */
477static shopitems * 494static shopitems *
478parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
527 *q = '\0'; 544 *q = '\0';
528 545
529 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
530 if (current_type) 547 if (current_type)
531 { 548 {
532 items[i].name = current_type->name; 549 items[i].name = current_type->name;
533 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
534 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
535 } 552 }
536 else 553 else
537 { /* 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
538 * 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
539 */ 556 */
540 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);
541 } 558 }
542 } 559 }
543 560
556 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
557static const char * 574static const char *
558print_shop_string (maptile *m) 575print_shop_string (maptile *m)
559{ 576{
560 static dynbuf_text buf; buf.clear (); 577 static dynbuf_text buf; buf.clear ();
578 bool first = true;
561 579
562 for (int i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
563 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
564 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
565 { 588 {
566 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
567 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
568 else 591 else
569 buf.printf ("%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
570 } 593 }
571 else 594 else
572 { 595 {
573 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
574 buf.printf ("*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
575 else 598 else
576 buf.printf ("*"); 599 buf.printf ("*");
577 } 600 }
578 } 601 }
579 602
602 { 625 {
603 case KW_msg: 626 case KW_msg:
604 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
605 break; 628 break;
606 629
607 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
608 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
609 break; 632 break;
610 633
611 case KW_maplore: 634 case KW_maplore:
612 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
635 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
636 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
637 case KW_no_reset: thawer.get (no_reset); break; 660 case KW_no_reset: thawer.get (no_reset); break;
638 case KW_no_drop: thawer.get (no_drop); break; 661 case KW_no_drop: thawer.get (no_drop); break;
639 662
640 case KW_region: default_region = region::find (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
641 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
642 665
643 // old names new names 666 // old names new names
644 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;
645 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;
649 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
650 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;
651 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
652 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;
653 676
654 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
655 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
656 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
657 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;
658 683
659 case KW_ERROR: 684 case KW_ERROR:
660 set_key_text (thawer.kw_str, thawer.value); 685 set_key_text (thawer.kw_str, thawer.value);
661 break; 686 break;
662 687
663 case KW_end: 688 case KW_end:
664 thawer.next (); 689 thawer.next ();
665 return true; 690 return true;
666 691
667 default: 692 default:
668 if (!thawer.parse_error ("map", 0)) 693 if (!thawer.parse_error ("map"))
669 return false; 694 return false;
670 break; 695 break;
671 } 696 }
672 697
673 thawer.next (); 698 thawer.next ();
691 int unique = 0; 716 int unique = 0;
692 for (object *op = spaces [i].bot; op; ) 717 for (object *op = spaces [i].bot; op; )
693 { 718 {
694 object *above = op->above; 719 object *above = op->above;
695 720
696 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
697 unique = 1; 722 unique = 1;
698 723
699 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
700 op->destroy (); 725 op->destroy ();
701 726
702 op = above; 727 op = above;
703 } 728 }
704 } 729 }
741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
742 767
743 MAP_OUT (per_player); 768 MAP_OUT (per_player);
744 MAP_OUT (per_party); 769 MAP_OUT (per_party);
745 770
746 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]);
747 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 ]);
748 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]);
749 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 ]);
750 777
751 freezer.put (this); 778 freezer.put (this);
752 freezer.put (KW(end)); 779 freezer.put (KW(end));
753 780
754 return true; 781 return true;
811 msg = 0; 838 msg = 0;
812 maplore = 0; 839 maplore = 0;
813 shoprace = 0; 840 shoprace = 0;
814 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
815 842
816 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
817 tile_path [i] = 0; 844 tile_path [i] = 0;
818} 845}
819 846
820maptile::~maptile () 847maptile::~maptile ()
821{ 848{
828 /* 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
829 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
830 * 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
831 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
832 */ 859 */
833 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
834 if (tile_map[i] == m) 861 if (tile_map[i] == m)
835 tile_map[i] = 0; 862 tile_map[i] = 0;
836} 863}
837 864
838void 865void
854 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
855 for (object *above, *op = ms->bot; op; op = above) 882 for (object *above, *op = ms->bot; op; op = above)
856 { 883 {
857 above = op->above; 884 above = op->above;
858 885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
859 bool destroy = 0; 890 bool destroy = 0;
860 891
861 // do not decay anything above unique floor tiles (yet :) 892 if (op->flag [FLAG_IS_FLOOR]
862 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 893 || op->flag [FLAG_OBJ_ORIGINAL]
863 break; 894 || op->flag [FLAG_UNIQUE]
864 895 || op->flag [FLAG_OVERLAY_FLOOR]
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 896 || op->flag [FLAG_UNPAID]
866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
867 || QUERY_FLAG (op, FLAG_UNIQUE)
868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
869 || QUERY_FLAG (op, FLAG_UNPAID)
870 || op->is_alive ()) 897 || op->is_alive ())
871 ; // do not decay 898 ; // do not decay
872 else if (op->is_weapon ()) 899 else if (op->is_weapon ())
873 { 900 {
874 op->stats.dam--; 901 op->stats.dam--;
930 sint64 total_exp = 0; 957 sint64 total_exp = 0;
931 958
932 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
933 for (object *op = ms->bot; op; op = op->above) 960 for (object *op = ms->bot; op; op = op->above)
934 { 961 {
935 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
936 { 963 {
937 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
938 monster_cnt++; 965 monster_cnt++;
939 } 966 }
940 967
941 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
942 { 969 {
943 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
944 971
945 if (archetype *at = op->other_arch) 972 if (archetype *at = op->other_arch)
946 { 973 {
991 update_all_map_los (this); 1018 update_all_map_los (this);
992 1019
993 return 1; 1020 return 1;
994} 1021}
995 1022
996/* 1023/*
997 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
998 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
999 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1000 * through, etc) 1027 * through, etc)
1001 */ 1028 */
1032 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1033 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1034 * 1061 *
1035 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1036 */ 1063 */
1037 if (expect_true (!tmp->invisible)) 1064 if (ecb_expect_true (!tmp->invisible))
1038 { 1065 {
1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) 1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1040 top = tmp; 1067 top = tmp;
1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1042 { 1069 {
1043 /* 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,
1044 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1045 */ 1072 */
1046 middle = 0; 1073 middle = 0;
1049 volume = 0; 1076 volume = 0;
1050 items = 0; 1077 items = 0;
1051 } 1078 }
1052 else 1079 else
1053 { 1080 {
1054 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 { 1082 {
1056 ++items; 1083 ++items;
1057 volume += tmp->volume (); 1084 volume += tmp->volume ();
1058 } 1085 }
1059 1086
1060 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) 1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1062 anywhere = tmp; 1089 anywhere = tmp;
1063 1090
1064 /* Find the highest visible face around. If equal 1091 /* Find the highest visible face around. If equal
1065 * visibilities, we still want the one nearer to the 1092 * visibilities, we still want the one nearer to the
1066 * top 1093 * top
1067 */ 1094 */
1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) 1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1069 { 1096 {
1070 middle_visibility = ::faces [tmp->face].visibility; 1097 middle_visibility = ::faces [tmp->face].visibility;
1071 middle = tmp; 1098 middle = tmp;
1072 } 1099 }
1073 } 1100 }
1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1106 1133
1107 /* 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),
1108 * 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
1109 * this point. 1136 * this point.
1110 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1111 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1112 * 1139 *
1113 * 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.
1114 */ 1141 */
1115 1142
1116 /* 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
1117 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1118 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1119 * 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.
1120 */ 1147 */
1121 if (top == middle) 1148 if (top == middle)
1122 middle = 0; 1149 middle = 0;
1123 1150
1128 */ 1155 */
1129 1156
1130 for (object *tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
1131 { 1158 {
1132 /* 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 */
1133 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
1134 break; 1161 break;
1135 1162
1136 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1137 if (top && middle) 1164 if (top && middle)
1138 break; 1165 break;
1152 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1153 * middle is not set 1180 * middle is not set
1154 * 1181 *
1155 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1156 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1157 * 1184 *
1158 */ 1185 */
1159 if (tmp != top) 1186 if (tmp != top)
1160 { 1187 {
1161 middle = tmp; 1188 middle = tmp;
1162 break; 1189 break;
1169 middle = 0; 1196 middle = 0;
1170 1197
1171 if (top == middle) 1198 if (top == middle)
1172 middle = 0; 1199 middle = 0;
1173 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
1174#if 0 1224#if 0
1175 faces_obj [0] = top; 1225 faces_obj [0] = top;
1176 faces_obj [1] = middle; 1226 faces_obj [1] = middle;
1177 faces_obj [2] = floor; 1227 faces_obj [2] = floor;
1178#endif 1228#endif
1179} 1229}
1180 1230
1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
1237
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
1181maptile * 1245maptile *
1182maptile::tile_available (int dir, bool load) 1246maptile::tile_available (int dir, bool load)
1183{ 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
1184 if (tile_path[dir]) 1252 if (tile_path [dir])
1185 { 1253 {
1186 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
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
1187 return tile_map[dir]; 1286 return tile_map [dir] = m;
1188 1287 }
1189 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1190 return tile_map[dir];
1191 } 1288 }
1192 1289
1193 return 0; 1290 return 0;
1194} 1291}
1195 1292
1196/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1197 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1198 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1199 * This is the function should always be used when it 1296 * This is the function should always be used when it
1200 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1201 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1202 * tiled maps. 1299 * tiled maps.
1203 */ 1300 */
1204int 1301int
1205out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1206{ 1303{
1211 if (!m) 1308 if (!m)
1212 return 0; 1309 return 0;
1213 1310
1214 if (x < 0) 1311 if (x < 0)
1215 { 1312 {
1216 if (!m->tile_available (3)) 1313 if (!m->tile_available (TILE_WEST))
1217 return 1; 1314 return 1;
1218 1315
1219 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);
1220 } 1317 }
1221 1318
1222 if (x >= m->width) 1319 if (x >= m->width)
1223 { 1320 {
1224 if (!m->tile_available (1)) 1321 if (!m->tile_available (TILE_EAST))
1225 return 1; 1322 return 1;
1226 1323
1227 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);
1228 } 1325 }
1229 1326
1230 if (y < 0) 1327 if (y < 0)
1231 { 1328 {
1232 if (!m->tile_available (0)) 1329 if (!m->tile_available (TILE_NORTH))
1233 return 1; 1330 return 1;
1234 1331
1235 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);
1236 } 1333 }
1237 1334
1238 if (y >= m->height) 1335 if (y >= m->height)
1239 { 1336 {
1240 if (!m->tile_available (2)) 1337 if (!m->tile_available (TILE_SOUTH))
1241 return 1; 1338 return 1;
1242 1339
1243 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);
1244 } 1341 }
1245 1342
1246 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1247 * map. 1344 * map.
1248 */ 1345 */
1250} 1347}
1251 1348
1252/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1253 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1254 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1255 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1256 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1257 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1258 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1259 */ 1356 */
1260maptile * 1357maptile *
1261maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1262{ 1359{
1263 if (x < 0) 1360 if (x < 0)
1264 { 1361 {
1265 if (!tile_available (3)) 1362 if (!tile_available (TILE_WEST))
1266 return 0; 1363 return 0;
1267 1364
1268 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1269 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1270 } 1367 }
1271 1368
1272 if (x >= width) 1369 if (x >= width)
1273 { 1370 {
1274 if (!tile_available (1)) 1371 if (!tile_available (TILE_EAST))
1275 return 0; 1372 return 0;
1276 1373
1277 x -= width; 1374 x -= width;
1278 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1279 } 1376 }
1280 1377
1281 if (y < 0) 1378 if (y < 0)
1282 { 1379 {
1283 if (!tile_available (0)) 1380 if (!tile_available (TILE_NORTH))
1284 return 0; 1381 return 0;
1285 1382
1286 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1287 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1288 } 1385 }
1289 1386
1290 if (y >= height) 1387 if (y >= height)
1291 { 1388 {
1292 if (!tile_available (2)) 1389 if (!tile_available (TILE_SOUTH))
1293 return 0; 1390 return 0;
1294 1391
1295 y -= height; 1392 y -= height;
1296 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1297 } 1394 }
1298 1395
1299 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1300 * map. 1397 * map.
1301 */ 1398 */
1305/** 1402/**
1306 * 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
1307 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1308 */ 1405 */
1309int 1406int
1310adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1311{ 1408{
1312 if (!map1 || !map2) 1409 if (!map1 || !map2)
1313 return 0; 1410 return 0;
1314 1411
1315 //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
1317 if (map1 == map2) 1414 if (map1 == map2)
1318 { 1415 {
1319 *dx = 0; 1416 *dx = 0;
1320 *dy = 0; 1417 *dy = 0;
1321 } 1418 }
1322 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1323 { /* up */ 1420 {
1324 *dx = 0; 1421 *dx = 0;
1325 *dy = -map2->height; 1422 *dy = -map2->height;
1326 } 1423 }
1327 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1328 { /* right */ 1425 {
1329 *dx = map1->width; 1426 *dx = map1->width;
1330 *dy = 0; 1427 *dy = 0;
1331 } 1428 }
1332 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1333 { /* down */ 1430 {
1334 *dx = 0; 1431 *dx = 0;
1335 *dy = map1->height; 1432 *dy = map1->height;
1336 } 1433 }
1337 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1338 { /* left */ 1435 {
1339 *dx = -map2->width; 1436 *dx = -map2->width;
1340 *dy = 0; 1437 *dy = 0;
1341 } 1438 }
1342 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)
1343 { /* up right */ 1440 { /* up right */
1344 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1345 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1346 } 1443 }
1347 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)
1348 { /* up left */ 1445 { /* up left */
1349 *dx = -map2->width; 1446 *dx = -map2->width;
1350 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1351 } 1448 }
1352 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)
1353 { /* right up */ 1450 { /* right up */
1354 *dx = map1->width; 1451 *dx = +map1->width;
1355 *dy = -map2->height; 1452 *dy = -map2->height;
1356 } 1453 }
1357 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)
1358 { /* right down */ 1455 { /* right down */
1359 *dx = map1->width; 1456 *dx = +map1->width;
1360 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1361 } 1458 }
1362 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)
1363 { /* down right */ 1460 { /* down right */
1364 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1365 *dy = map1->height; 1462 *dy = +map1->height;
1366 } 1463 }
1367 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)
1368 { /* down left */ 1465 { /* down left */
1369 *dx = -map2->width; 1466 *dx = -map2->width;
1370 *dy = map1->height; 1467 *dy = +map1->height;
1371 } 1468 }
1372 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)
1373 { /* left up */ 1470 { /* left up */
1374 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1375 *dy = -map2->height; 1472 *dy = -map2->height;
1376 } 1473 }
1377 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)
1378 { /* left down */ 1475 { /* left down */
1379 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1380 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1381 } 1478 }
1382 else 1479 else
1383 return 0; 1480 return 0;
1384 1481
1385 return 1; 1482 return 1;
1408 * 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
1409 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1410 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1411 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1412 * monster that is closest. 1509 * monster that is closest.
1413 * 1510 *
1414 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1415 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1416 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1417 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1418 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1421 * 1518 *
1422 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
1423 * closest body part of 'op1' 1520 * closest body part of 'op1'
1424 */ 1521 */
1425void 1522void
1426get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1427{ 1524{
1428 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))
1429 { 1526 {
1430 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
1431 retval->distance = 10000; 1528 retval->distance = 10000;
1432 retval->distance_x = 10000; 1529 retval->distance_x = 10000;
1433 retval->distance_y = 10000; 1530 retval->distance_y = 10000;
1434 retval->direction = 0; 1531 retval->direction = 0;
1435 retval->part = 0; 1532 retval->part = 0;
1436 } 1533 }
1437 else 1534 else
1438 { 1535 {
1439 object *best;
1440
1441 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
1442 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
1443 1538
1444 best = op1; 1539 object *best = op1;
1540
1445 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1446 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
1447 { 1543 {
1448 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);
1449 1545
1450 /* 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
1451 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1452 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1453 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1454 * below works. 1550 * below works.
1455 */ 1551 */
1456 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1457 { 1553 {
1458 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);
1459 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
1460 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1461 { 1557 {
1462 best_distance = tmpi; 1558 best_distance = tmpi;
1463 best = tmp; 1559 best = tmp;
1464 } 1560 }
1465 } 1561 }
1466 1562
1467 if (best != op1) 1563 if (best != op1)
1468 { 1564 {
1469 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1470 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1471 } 1567 }
1472 } 1568 }
1473 1569
1474 retval->part = best; 1570 retval->part = best;
1475 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));
1476 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1477 } 1573 }
1478} 1574}
1479 1575
1480/* 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
1481 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1482 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1483 * 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
1484 * the path, we need this. 1580 * the path, we need this.
1485 * 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
1486 * 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
1487 * 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
1488 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1489 */ 1585 */
1490void 1586void
1491get_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)
1492{ 1588{
1493 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))
1494 { 1590 {
1495 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1496 retval->distance = 100000; 1592 retval->distance = 100000;
1497 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
1498 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
1499 retval->direction = 0; 1595 retval->direction = 0;
1500 retval->part = 0; 1596 retval->part = 0;
1501 } 1597 }
1502 else 1598 else
1503 { 1599 {
1504 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1505 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1506 1602
1507 retval->part = 0; 1603 retval->part = 0;
1508 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1509 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1510 } 1606 }
1511} 1607}
1512 1608
1513/* 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
1514 * (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
1564 */ 1660 */
1565 for (int i = 1000; --i;) 1661 for (int i = 1000; --i;)
1566 { 1662 {
1567 object *pick = at (gen (width), gen (height)).bot; 1663 object *pick = at (gen (width), gen (height)).bot;
1568 1664
1569 // do not prefer big monsters just because they are big. 1665 // must be head: do not prefer big monsters just because they are big.
1570 if (pick && pick->is_head ()) 1666 if (pick && pick->is_head ())
1571 return pick->head_ (); 1667 return pick;
1572 } 1668 }
1573 1669
1574 // instead of crashing in the unlikely(?) case, try to return *something* 1670 // instead of crashing in the unlikely(?) case, try to return *something*
1575 return archetype::find (shstr_bug); 1671 return archetype::find (shstr_bug);
1576} 1672}
1610 if (distance <= MAX_SOUND_DISTANCE) 1706 if (distance <= MAX_SOUND_DISTANCE)
1611 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1612 } 1708 }
1613} 1709}
1614 1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1615static void 1713static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{ 1715{
1618 // clip to map to the left 1716 // clip to map to the left
1619 if (x0 < 0) 1717 if (x0 < 0)
1620 { 1718 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623 1721
1624 if (x1 < 0) // entirely to the left 1722 if (x1 < 0) // entirely to the left
1625 return; 1723 return;
1626 1724
1628 } 1726 }
1629 1727
1630 // clip to map to the right 1728 // clip to map to the right
1631 if (x1 > m->width) 1729 if (x1 > m->width)
1632 { 1730 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635 1733
1636 if (x0 > m->width) // entirely to the right 1734 if (x0 >= m->width) // entirely to the right
1637 return; 1735 return;
1638 1736
1639 x1 = m->width; 1737 x1 = m->width;
1640 } 1738 }
1641 1739
1642 // clip to map above 1740 // clip to map to the north
1643 if (y0 < 0) 1741 if (y0 < 0)
1644 { 1742 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647 1745
1648 if (y1 < 0) // entirely above 1746 if (y1 < 0) // entirely to the north
1649 return; 1747 return;
1650 1748
1651 y0 = 0; 1749 y0 = 0;
1652 } 1750 }
1653 1751
1654 // clip to map below 1752 // clip to map to the south
1655 if (y1 > m->height) 1753 if (y1 > m->height)
1656 { 1754 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659 1757
1660 if (y0 > m->height) // entirely below 1758 if (y0 >= m->height) // entirely to the south
1661 return; 1759 return;
1662 1760
1663 y1 = m->height; 1761 y1 = m->height;
1664 } 1762 }
1665 1763
1674 r->dx = dx; 1772 r->dx = dx;
1675 r->dy = dy; 1773 r->dy = dy;
1676} 1774}
1677 1775
1678maprect * 1776maprect *
1679maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1680{ 1778{
1681 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1682 buf.clear (); 1779 buf.clear ();
1683 1780
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685 1782
1686 // add end marker 1783 // add end marker

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