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Comparing deliantra/server/common/map.C (file contents):
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC vs.
Revision 1.169 by root, Sat Nov 7 18:30:05 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "loader.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31//+GPL
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45 32
46/* 33sint8 maptile::outdoor_darkness;
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 34
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 73 * by the caller.
137 */ 74 */
138int 75int
139blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 77{
141 object *tmp;
142 int mflags, blocked;
143
144 /* 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
145 * have already checked this. 79 * have already checked this.
146 */ 80 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 82 {
149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
150 return 1; 84 return 1;
151 } 85 }
152 86
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 88
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
159 91
160 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 94 * things we need to do for players.
163 */ 95 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0; 97 return 0;
166 98
167 /* 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
168 * 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
169 * 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
170 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
173 */ 105 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 107 return 0;
176 108
177 if (ob->head != NULL)
178 ob = ob->head; 109 ob = ob->head_ ();
179 110
180 /* 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
181 * 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
182 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
184 */ 115 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 117 {
187 118 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 119 {
191 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
193 * pass through this space. 122 return 1;
194 */ 123 else
195 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
196 { 127 {
197 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))
198 return 1; 132 return 1;
199 else 133 }
200 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;
201 } 143 }
202 else 144 else
203 { 145 return 1; // unconditional block
204 /* In this case, the player must not have the object - 146
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 147 } else {
214 { 148 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
217 * movement, can't move here. 151
218 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 153 && tmp->head_ () != ob
220 */ 154 && tmp != ob
221 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
222 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1; 157 return 1;
226 } 158 }
227
228 } 159 }
160
229 return 0; 161 return 0;
230} 162}
231 163
232
233/* 164/*
234 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
239 * 170 *
240 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
241 * 172 *
242 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
254 * 185 *
255 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
257 * against the move_block values. 188 * against the move_block values.
258 */ 189 */
259int 190bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
261{ 192{
262 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
276 196
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
278 { 198 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 199
281 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 201
283 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 203 return 1;
285 204
286 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
287 206 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 208 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 210 continue;
295 211
296 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
298 */ 214 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
300 return P_NO_PASS; 216 return 1;
301 } 217 }
302 218
303 return 0; 219 return 0;
304} 220}
305 221
307 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
308 * and insert them properly. 224 * and insert them properly.
309 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
311 */ 227 */
312void 228static void
313fix_container (object *container) 229fix_container (object *container)
314{ 230{
315 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
316 232
317 container->inv = 0; 233 container->inv = 0;
323 239
324 insert_ob_in_ob (tmp, container); 240 insert_ob_in_ob (tmp, container);
325 tmp = next; 241 tmp = next;
326 } 242 }
327 243
328 /* sum_weight will go through and calculate what all the containers are 244 // go through and calculate what all the containers are carrying.
329 * carrying. 245 //TODO: remove
330 */ 246 container->update_weight ();
331 sum_weight (container);
332} 247}
248
249//-GPL
250
251void
252maptile::set_object_flag (int flag, int value)
253{
254 if (!spaces)
255 return;
256
257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
259 tmp->flag [flag] = value;
260}
261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
333 276
334/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 280 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 281 */
340void 282void
341maptile::link_multipart_objects () 283maptile::link_multipart_objects ()
342{ 284{
343 if (!spaces) 285 if (!spaces)
344 return; 286 return;
345 287
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 288 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 289 {
290 object *op = ms->bot;
291 while (op)
348 { 292 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 293 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 294 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 295 {
363 op = arch_to_object (at); 296 op->remove ();
297 op->expand_tail ();
364 298
365 /* update x,y coordinates */ 299 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 300 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 301 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 302 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
303
304 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
305 // so we have to reset the iteration through the mapspace
380 } 306 }
307 else
308 op = op->above;
381 } 309 }
382
383 tmp = above;
384 } 310 }
385} 311}
312
313//-GPL
386 314
387/* 315/*
388 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 317 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 318 */
392bool 319bool
393maptile::load_objects (object_thawer &thawer) 320maptile::_load_objects (object_thawer &f)
394{ 321{
395 int unique; 322 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 323 {
403 /* if the archetype for the object is null, means that we 324 coroapi::cede_to_tick (); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 325
405 * or editor will not be able to do anything with it either. 326 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 327 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
334
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
410 continue; 360 continue;
411 }
412 361
413 switch (i)
414 {
415 case LL_NORMAL:
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
417
418 if (op->inv)
419 sum_weight (op);
420
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 362 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
426 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
427 break; 368 break;
428 } 369 }
429 370
430 op = object::create (); 371 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 372 }
451#endif
452 373
453 return true; 374 return true;
454} 375}
455 376
456void 377void
457maptile::activate () 378maptile::activate ()
458{ 379{
459 if (!spaces) 380 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 383 op->activate_recursive ();
465} 384}
466 385
467void 386void
468maptile::deactivate () 387maptile::deactivate ()
469{ 388{
470 if (!spaces) 389 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 392 op->deactivate_recursive ();
476} 393}
477 394
478bool 395bool
479maptile::save_objects (object_freezer &freezer, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
480{ 397{
398 coroapi::cede_to_tick ();
399
481 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
482 save_header (freezer); 401 _save_header (f);
483 402
484 if (!spaces) 403 if (!spaces)
485 return false; 404 return false;
486 405
487 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
488 { 407 {
489 int unique = 0; 408 bool unique = 0;
409
490 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
491 { 411 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 413
495 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
496 continue; 415 continue;
497 416
498 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 418 {
500 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 420 op->write (f);
502 } 421 }
503 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 423 op->write (f);
505 } 424 }
506 } 425 }
507 426
427 coroapi::cede_to_tick ();
428
508 return true; 429 return true;
509} 430}
510 431
511bool 432bool
512maptile::load_objects (const char *path, bool skip_header) 433maptile::_save_objects (const char *path, int flags)
513{ 434{
514 object_thawer thawer (path); 435 object_freezer freezer;
515 436
516 if (!thawer) 437 if (!_save_objects (freezer, flags))
517 return false; 438 return false;
518 439
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path); 440 return freezer.save (path);
542} 441}
543 442
544maptile::maptile () 443maptile::maptile ()
545{ 444{
546 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
547 446
548 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
550 */ 449 */
551 width = 16; 450 width = 16;
552 height = 16; 451 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 452 timeout = 300;
555 enter_x = 0; 453 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 454 max_volume = 2000000; // 2m³
557} 455}
558 456
559maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
560{ 458{
561 in_memory = MAP_SWAPPED; 459 in_memory = MAP_SWAPPED;
581 if (spaces) 479 if (spaces)
582 return; 480 return;
583 481
584 spaces = salloc0<mapspace> (size ()); 482 spaces = salloc0<mapspace> (size ());
585} 483}
484
485//+GPL
586 486
587/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
588 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
589 * at a later date. 489 * at a later date.
590 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
667 return items; 567 return items;
668} 568}
669 569
670/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
671 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
672static void 572static const char *
673print_shop_string (maptile *m, char *output_string) 573print_shop_string (maptile *m)
674{ 574{
675 int i; 575 static dynbuf_text buf; buf.clear ();
676 char tmp[MAX_BUF];
677 576
678 strcpy (output_string, "");
679 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
680 { 578 {
681 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
682 { 580 {
683 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
684 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
685 else 583 else
686 sprintf (tmp, "%s;", m->shopitems[i].name); 584 buf.printf ("%s;", m->shopitems[i].name);
687 } 585 }
688 else 586 else
689 { 587 {
690 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
691 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 buf.printf ("*:%d;", m->shopitems[i].strength);
692 else 590 else
693 sprintf (tmp, "*"); 591 buf.printf ("*");
694 } 592 }
695
696 strcat (output_string, tmp);
697 } 593 }
594
595 return buf;
698} 596}
597
598//-GPL
699 599
700/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
701 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
702 * this used to be stored in the map object, but with the 602 * this used to be stored in the map object, but with the
703 * addition of tiling, fields beyond that easily named in an 603 * addition of tiling, fields beyond that easily named in an
707 * This could be done in lex (like the object loader), but I think 607 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 608 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 609 * MSW 2001-07-01
710 */ 610 */
711bool 611bool
712maptile::load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
713{ 613{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 614 for (;;)
719 { 615 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 616 switch (thawer.kw)
723 { 617 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 618 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
733 break; 620 break;
734 621
735 case KW_lore: // CF+ extension 622 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 653 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
768 655
769 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
771 660
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 663
775 // old names new names 664 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
686 return true;
687
791 default: 688 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 689 if (!thawer.parse_error ("map", 0))
690 return false;
793 break; 691 break;
794 } 692 }
693
694 thawer.next ();
795 } 695 }
796 696
797 abort (); 697 abort ();
798} 698}
799 699
800bool 700//+GPL
801maptile::load_header (const char *path)
802{
803 object_thawer thawer (path);
804
805 if (!thawer)
806 return false;
807
808 return load_header (thawer);
809}
810 701
811/****************************************************************************** 702/******************************************************************************
812 * This is the start of unique map handling code 703 * This is the start of unique map handling code
813 *****************************************************************************/ 704 *****************************************************************************/
814 705
824 object *above = op->above; 715 object *above = op->above;
825 716
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827 unique = 1; 718 unique = 1;
828 719
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 {
831 op->destroy_inv (false);
832 op->destroy (); 721 op->destroy ();
833 }
834 722
835 op = above; 723 op = above;
836 } 724 }
837 } 725 }
838} 726}
839 727
728//-GPL
729
840bool 730bool
841maptile::save_header (object_freezer &freezer) 731maptile::_save_header (object_freezer &freezer)
842{ 732{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 733#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 734#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 735
846 MAP_OUT2 (arch, "map"); 736 MAP_OUT2 (arch, "map");
848 if (name) MAP_OUT (name); 738 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 739 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 740 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 741 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 742 MAP_OUT (fixed_resettime);
743 MAP_OUT (no_reset);
744 MAP_OUT (no_drop);
853 MAP_OUT (difficulty); 745 MAP_OUT (difficulty);
854
855 if (region) MAP_OUT2 (region, region->name); 746 if (default_region) MAP_OUT2 (region, default_region->name);
856 747
857 if (shopitems) 748 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
858 {
859 char shop[MAX_BUF];
860 print_shop_string (this, shop);
861 MAP_OUT2 (shopitems, shop);
862 }
863
864 MAP_OUT (shopgreed); 749 MAP_OUT (shopgreed);
865 MAP_OUT (shopmin); 750 MAP_OUT (shopmin);
866 MAP_OUT (shopmax); 751 MAP_OUT (shopmax);
867 if (shoprace) MAP_OUT (shoprace); 752 if (shoprace) MAP_OUT (shoprace);
753
868 MAP_OUT (darkness); 754 MAP_OUT (darkness);
869 MAP_OUT (width); 755 MAP_OUT (width);
870 MAP_OUT (height); 756 MAP_OUT (height);
871 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
872 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
895 781
896 return true; 782 return true;
897} 783}
898 784
899bool 785bool
900maptile::save_header (const char *path) 786maptile::_save_header (const char *path)
901{ 787{
902 object_freezer freezer; 788 object_freezer freezer;
903 789
904 if (!save_header (freezer)) 790 if (!_save_header (freezer))
905 return false; 791 return false;
906 792
907 return freezer.save (path); 793 return freezer.save (path);
908} 794}
795
796//+GPL
909 797
910/* 798/*
911 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
912 */ 800 */
913void 801void
914maptile::clear () 802maptile::clear ()
915{ 803{
916 if (!spaces) 804 if (spaces)
917 return; 805 {
918
919 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
920 while (object *op = ms->bot) 807 while (object *op = ms->bot)
921 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
922 if (op->head) 816 if (op == head)
923 op = op->head;
924
925 op->destroy_inv (false);
926 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
823 }
824
825 sfree0 (spaces, size ());
927 } 826 }
928
929 sfree (spaces, size ()), spaces = 0;
930 827
931 if (buttons) 828 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
933} 833}
934 834
935void 835void
936maptile::clear_header () 836maptile::clear_header ()
937{ 837{
969 attachable::do_destroy (); 869 attachable::do_destroy ();
970 870
971 clear (); 871 clear ();
972} 872}
973 873
974/* 874/* decay and destroy perishable items in a map */
975 * Updates every button on the map (by calling update_button() for them).
976 */
977void 875void
978maptile::update_buttons () 876maptile::do_decay_objects ()
979{ 877{
980 for (oblinkpt *obp = buttons; obp; obp = obp->next) 878 if (!spaces)
981 for (objectlink *ol = obp->link; ol; ol = ol->next) 879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
982 { 883 {
983 if (!ol->ob) 884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
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 ())
898 ; // do not decay
899 else if (op->is_weapon ())
984 { 900 {
985 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 901 op->stats.dam--;
986 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 902 if (op->stats.dam < 0)
987 continue; 903 destroy = 1;
988 } 904 }
989 905 else if (op->is_armor ())
990 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
991 { 906 {
992 update_button (ol->ob); 907 op->stats.ac--;
993 break; 908 if (op->stats.ac < 0)
909 destroy = 1;
994 } 910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
995 } 938 }
996} 939}
997 940
998/* 941/*
999 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1000 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1001 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1002 * 945 *
1003 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1004 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1005 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1006 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1007 */ 950 */
1008int 951int
1009maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1010{ 953{
1011 long monster_cnt = 0; 954 long monster_cnt = 0;
1023 966
1024 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1025 { 968 {
1026 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1027 970
1028 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1029 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1030
1031 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1032 } 982 }
1033 } 983 }
1034 984
1035 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1036 986
1049 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1050 */ 1000 */
1051int 1001int
1052maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1053{ 1003{
1054 int new_level = darkness + change;
1055
1056 /* Nothing to do */ 1004 /* Nothing to do */
1057 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1058 return 0; 1006 return 0;
1059 1007
1060 /* inform all players on the map */ 1008 /* inform all players on the map */
1061 if (change > 0) 1009 if (change > 0)
1062 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1063 else 1011 else
1064 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1065 1013
1066 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1067 * we need to be extra careful about negative values.
1068 * In general, the checks below are only needed if change
1069 * is not +/-1
1070 */
1071 if (new_level < 0)
1072 darkness = 0;
1073 else if (new_level >= MAX_DARKNESS)
1074 darkness = MAX_DARKNESS;
1075 else
1076 darkness = new_level;
1077 1015
1078 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1079 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1080 return 1; 1019 return 1;
1081} 1020}
1082 1021
1083/* 1022/*
1084 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1087 * through, etc) 1026 * through, etc)
1088 */ 1027 */
1089void 1028void
1090mapspace::update_ () 1029mapspace::update_ ()
1091{ 1030{
1092 object *tmp, *last = 0; 1031 object *last = 0;
1093 uint8 flags = 0, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1094 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1095 object *top_obj, *floor_obj, *middle_obj;
1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1097 1035
1098 middle = blank_face; 1036 //object *middle = 0;
1099 top = blank_face; 1037 //object *top = 0;
1100 floor = blank_face; 1038 //object *floor = 0;
1039 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0;
1042 object *&floor = faces_obj[2] = 0;
1101 1043
1102 middle_obj = 0;
1103 top_obj = 0;
1104 floor_obj = 0;
1105
1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1107 { 1045 {
1108 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1109 * one). But if so, it shouldn't be a simple additive - 2
1110 * light bulbs do not illuminate twice as far as once since
1111 * it is a dissapation factor that is cubed.
1112 */
1113 if (tmp->glow_radius > light)
1114 light = tmp->glow_radius; 1047 light += tmp->glow_radius;
1115 1048
1116 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1117 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1118 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1119 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1122 * Always put the player down for drawing. 1055 * Always put the player down for drawing.
1123 */ 1056 */
1124 if (!tmp->invisible) 1057 if (!tmp->invisible)
1125 { 1058 {
1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127 {
1128 top = tmp->face;
1129 top_obj = tmp; 1060 top = tmp;
1130 }
1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 { 1062 {
1133 /* If we got a floor, that means middle and top were below it, 1063 /* If we got a floor, that means middle and top were below it,
1134 * so should not be visible, so we clear them. 1064 * so should not be visible, so we clear them.
1135 */ 1065 */
1136 middle = blank_face; 1066 middle = 0;
1137 top = blank_face; 1067 top = 0;
1138 floor = tmp->face;
1139 floor_obj = tmp; 1068 floor = tmp;
1140 } 1069 }
1141 /* Flag anywhere have high priority */ 1070 /* Flag anywhere have high priority */
1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 { 1072 {
1144 middle = tmp->face;
1145
1146 middle_obj = tmp; 1073 middle = tmp;
1147 anywhere = 1; 1074 anywhere = 1;
1148 } 1075 }
1076
1149 /* Find the highest visible face around. If equal 1077 /* Find the highest visible face around. If equal
1150 * visibilities, we still want the one nearer to the 1078 * visibilities, we still want the one nearer to the
1151 * top 1079 * top
1152 */ 1080 */
1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1154 {
1155 middle = tmp->face;
1156 middle_obj = tmp; 1082 middle = tmp;
1157 }
1158 } 1083 }
1159 1084
1160 if (tmp == tmp->above) 1085 if (tmp == tmp->above)
1161 { 1086 {
1162 LOG (llevError, "Error in structure of map\n"); 1087 LOG (llevError, "Error in structure of map\n");
1175 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1176 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1177 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1178 } 1103 }
1179 1104
1180 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1181 this->flags_ = flags; 1106 this->flags_ = flags;
1182 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1183 this->move_on = move_on; 1108 this->move_on = move_on;
1184 this->move_off = move_off; 1109 this->move_off = move_off;
1185 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1197 * middle face. This should not happen, as we already have the 1122 * middle face. This should not happen, as we already have the
1198 * else statement above so middle should not get set. OTOH, it 1123 * else statement above so middle should not get set. OTOH, it
1199 * may be possible for the faces to match but be different objects. 1124 * may be possible for the faces to match but be different objects.
1200 */ 1125 */
1201 if (top == middle) 1126 if (top == middle)
1202 middle = blank_face; 1127 middle = 0;
1203 1128
1204 /* There are three posibilities at this point: 1129 /* There are three posibilities at this point:
1205 * 1) top face is set, need middle to be set. 1130 * 1) top face is set, need middle to be set.
1206 * 2) middle is set, need to set top. 1131 * 2) middle is set, need to set top.
1207 * 3) neither middle or top is set - need to set both. 1132 * 3) neither middle or top is set - need to set both.
1208 */ 1133 */
1209 1134
1210 for (tmp = last; tmp; tmp = tmp->below) 1135 for (object *tmp = last; tmp; tmp = tmp->below)
1211 { 1136 {
1212 /* Once we get to a floor, stop, since we already have a floor object */ 1137 /* Once we get to a floor, stop, since we already have a floor object */
1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break; 1139 break;
1215 1140
1216 /* If two top faces are already set, quit processing */ 1141 /* If two top faces are already set, quit processing */
1217 if ((top != blank_face) && (middle != blank_face)) 1142 if (top && middle)
1218 break; 1143 break;
1219 1144
1220 /* Only show visible faces, unless its the editor - show all */ 1145 /* Only show visible faces */
1221 if (!tmp->invisible || editor) 1146 if (!tmp->invisible)
1222 { 1147 {
1223 /* Fill in top if needed */ 1148 /* Fill in top if needed */
1224 if (top == blank_face) 1149 if (!top)
1225 { 1150 {
1226 top = tmp->face;
1227 top_obj = tmp; 1151 top = tmp;
1228 if (top == middle) 1152 if (top == middle)
1229 middle = blank_face; 1153 middle = 0;
1230 } 1154 }
1231 else 1155 else
1232 { 1156 {
1233 /* top is already set - we should only get here if 1157 /* top is already set - we should only get here if
1234 * middle is not set 1158 * middle is not set
1235 * 1159 *
1236 * Set the middle face and break out, since there is nothing 1160 * Set the middle face and break out, since there is nothing
1237 * more to fill in. We don't check visiblity here, since 1161 * more to fill in. We don't check visiblity here, since
1238 * 1162 *
1239 */ 1163 */
1240 if (tmp->face != top) 1164 if (tmp != top)
1241 { 1165 {
1242 middle = tmp->face;
1243 middle_obj = tmp; 1166 middle = tmp;
1244 break; 1167 break;
1245 } 1168 }
1246 } 1169 }
1247 } 1170 }
1248 } 1171 }
1249 1172
1250 if (middle == floor) 1173 if (middle == floor)
1251 middle = blank_face; 1174 middle = 0;
1252 1175
1253 if (top == middle) 1176 if (top == middle)
1254 middle = blank_face; 1177 middle = 0;
1255 1178
1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1179#if 0
1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1180 faces_obj [0] = top;
1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1181 faces_obj [1] = middle;
1182 faces_obj [2] = floor;
1183#endif
1259} 1184}
1260 1185
1261/* this updates the orig_map->tile_map[tile_num] value after loading 1186uint64
1262 * the map. It also takes care of linking back the freshly loaded 1187mapspace::volume () const
1263 * maps tile_map values if it tiles back to this one. It returns
1264 * the value of orig_map->tile_map[tile_num]. It really only does this
1265 * so that it is easier for calling functions to verify success.
1266 */
1267static maptile *
1268load_and_link_tiled_map (maptile *orig_map, int tile_num)
1269{ 1188{
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1189 uint64 vol = 0;
1271 1190
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1191 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1273 { 1192 vol += op->volume ();
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1193
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1194 return vol;
1276 &orig_map->tile_path[tile_num], &orig_map->path); 1195}
1277 mp = new maptile (1, 1); 1196
1278 mp->alloc (); 1197maptile *
1279 mp->in_memory = MAP_IN_MEMORY; 1198maptile::tile_available (int dir, bool load)
1199{
1200 if (tile_path[dir])
1280 } 1201 {
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return tile_map[dir];
1281 1204
1282 int dest_tile = (tile_num + 2) % 4; 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return tile_map[dir];
1207 }
1283 1208
1284 orig_map->tile_map[tile_num] = mp;
1285
1286 // optimisation: back-link map to origin map if euclidean
1287 //TODO: non-euclidean maps MUST GO
1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1290
1291 return mp; 1209 return 0;
1292} 1210}
1293 1211
1294/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1213 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1214 * tiling considerations, loading adjacant maps as needed.
1309 if (!m) 1227 if (!m)
1310 return 0; 1228 return 0;
1311 1229
1312 if (x < 0) 1230 if (x < 0)
1313 { 1231 {
1314 if (!m->tile_path[3]) 1232 if (!m->tile_available (3))
1315 return 1; 1233 return 1;
1316 1234
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1235 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1236 }
1322 1237
1323 if (x >= m->width) 1238 if (x >= m->width)
1324 { 1239 {
1325 if (!m->tile_path[1]) 1240 if (!m->tile_available (1))
1326 return 1; 1241 return 1;
1327 1242
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y); 1243 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1244 }
1333 1245
1334 if (y < 0) 1246 if (y < 0)
1335 { 1247 {
1336 if (!m->tile_path[0]) 1248 if (!m->tile_available (0))
1337 return 1; 1249 return 1;
1338 1250
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1251 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1252 }
1344 1253
1345 if (y >= m->height) 1254 if (y >= m->height)
1346 { 1255 {
1347 if (!m->tile_path[2]) 1256 if (!m->tile_available (2))
1348 return 1; 1257 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2);
1352 1258
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1259 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1260 }
1355 1261
1356 /* Simple case - coordinates are within this local 1262 /* Simple case - coordinates are within this local
1361 1267
1362/* This is basically the same as out_of_map above, but 1268/* This is basically the same as out_of_map above, but
1363 * instead we return NULL if no map is valid (coordinates 1269 * instead we return NULL if no map is valid (coordinates
1364 * out of bounds and no tiled map), otherwise it returns 1270 * out of bounds and no tiled map), otherwise it returns
1365 * the map as that the coordinates are really on, and 1271 * the map as that the coordinates are really on, and
1366 * updates x and y to be the localized coordinates. 1272 * updates x and y to be the localised coordinates.
1367 * Using this is more efficient of calling out_of_map 1273 * Using this is more efficient of calling out_of_map
1368 * and then figuring out what the real map is 1274 * and then figuring out what the real map is
1369 */ 1275 */
1370maptile * 1276maptile *
1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1277maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1278{
1373 if (*x < 0) 1279 if (x < 0)
1374 { 1280 {
1375 if (!m->tile_path[3]) 1281 if (!tile_available (3))
1376 return 0; 1282 return 0;
1377 1283
1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1379 load_and_link_tiled_map (m, 3);
1380
1381 *x += m->tile_map[3]->width; 1284 x += tile_map[3]->width;
1382 return (get_map_from_coord (m->tile_map[3], x, y)); 1285 return tile_map[3]->xy_find (x, y);
1383 } 1286 }
1384 1287
1385 if (*x >= m->width) 1288 if (x >= width)
1386 { 1289 {
1387 if (!m->tile_path[1]) 1290 if (!tile_available (1))
1388 return 0; 1291 return 0;
1389 1292
1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1391 load_and_link_tiled_map (m, 1);
1392
1393 *x -= m->width; 1293 x -= width;
1394 return (get_map_from_coord (m->tile_map[1], x, y)); 1294 return tile_map[1]->xy_find (x, y);
1395 } 1295 }
1396 1296
1397 if (*y < 0) 1297 if (y < 0)
1398 { 1298 {
1399 if (!m->tile_path[0]) 1299 if (!tile_available (0))
1400 return 0; 1300 return 0;
1401 1301
1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1403 load_and_link_tiled_map (m, 0);
1404
1405 *y += m->tile_map[0]->height; 1302 y += tile_map[0]->height;
1406 return (get_map_from_coord (m->tile_map[0], x, y)); 1303 return tile_map[0]->xy_find (x, y);
1407 } 1304 }
1408 1305
1409 if (*y >= m->height) 1306 if (y >= height)
1410 { 1307 {
1411 if (!m->tile_path[2]) 1308 if (!tile_available (2))
1412 return 0; 1309 return 0;
1413 1310
1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1415 load_and_link_tiled_map (m, 2);
1416
1417 *y -= m->height; 1311 y -= height;
1418 return (get_map_from_coord (m->tile_map[2], x, y)); 1312 return tile_map[2]->xy_find (x, y);
1419 } 1313 }
1420 1314
1421 /* Simple case - coordinates are within this local 1315 /* Simple case - coordinates are within this local
1422 * map. 1316 * map.
1423 */ 1317 */
1424 return m; 1318 return this;
1425} 1319}
1426 1320
1427/** 1321/**
1428 * Return whether map2 is adjacent to map1. If so, store the distance from 1322 * Return whether map2 is adjacent to map1. If so, store the distance from
1429 * map1 to map2 in dx/dy. 1323 * map1 to map2 in dx/dy.
1430 */ 1324 */
1431static int 1325int
1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1326adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{ 1327{
1434 if (!map1 || !map2) 1328 if (!map1 || !map2)
1435 return 0; 1329 return 0;
1436 1330
1331 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1332 //fix: compare paths instead (this is likely faster, too!)
1437 if (map1 == map2) 1333 if (map1 == map2)
1438 { 1334 {
1439 *dx = 0; 1335 *dx = 0;
1440 *dy = 0; 1336 *dy = 0;
1441 } 1337 }
1501 } 1397 }
1502 else 1398 else
1503 return 0; 1399 return 0;
1504 1400
1505 return 1; 1401 return 1;
1402}
1403
1404maptile *
1405maptile::xy_load (sint16 &x, sint16 &y)
1406{
1407 maptile *map = xy_find (x, y);
1408
1409 if (map)
1410 map->load_sync ();
1411
1412 return map;
1413}
1414
1415maptile *
1416get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1417{
1418 return m->xy_load (*x, *y);
1506} 1419}
1507 1420
1508/* From map.c 1421/* From map.c
1509 * This is used by get_player to determine where the other 1422 * This is used by get_player to determine where the other
1510 * creature is. get_rangevector takes into account map tiling, 1423 * creature is. get_rangevector takes into account map tiling,
1511 * so you just can not look the the map coordinates and get the 1424 * so you just can not look the the map coordinates and get the
1512 * righte value. distance_x/y are distance away, which 1425 * righte value. distance_x/y are distance away, which
1513 * can be negativbe. direction is the crossfire direction scheme 1426 * can be negative. direction is the crossfire direction scheme
1514 * that the creature should head. part is the part of the 1427 * that the creature should head. part is the part of the
1515 * monster that is closest. 1428 * monster that is closest.
1516 * 1429 *
1517 * get_rangevector looks at op1 and op2, and fills in the 1430 * get_rangevector looks at op1 and op2, and fills in the
1518 * structure for op1 to get to op2. 1431 * structure for op1 to get to op2.
1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1442get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{ 1443{
1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1444 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 { 1445 {
1533 /* be conservative and fill in _some_ data */ 1446 /* be conservative and fill in _some_ data */
1534 retval->distance = 100000; 1447 retval->distance = 10000;
1535 retval->distance_x = 32767; 1448 retval->distance_x = 10000;
1536 retval->distance_y = 32767; 1449 retval->distance_y = 10000;
1537 retval->direction = 0; 1450 retval->direction = 0;
1538 retval->part = 0; 1451 retval->part = 0;
1539 } 1452 }
1540 else 1453 else
1541 { 1454 {
1546 1459
1547 best = op1; 1460 best = op1;
1548 /* If this is multipart, find the closest part now */ 1461 /* If this is multipart, find the closest part now */
1549 if (!(flags & 0x1) && op1->more) 1462 if (!(flags & 0x1) && op1->more)
1550 { 1463 {
1551 object *tmp;
1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1464 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1553 1465
1554 /* we just take the offset of the piece to head to figure 1466 /* we just take the offset of the piece to head to figure
1555 * distance instead of doing all that work above again 1467 * distance instead of doing all that work above again
1556 * since the distance fields we set above are positive in the 1468 * since the distance fields we set above are positive in the
1557 * same axis as is used for multipart objects, the simply arithmetic 1469 * same axis as is used for multipart objects, the simply arithmetic
1558 * below works. 1470 * below works.
1559 */ 1471 */
1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1561 { 1473 {
1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1474 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1475 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1564 if (tmpi < best_distance) 1476 if (tmpi < best_distance)
1565 { 1477 {
1566 best_distance = tmpi; 1478 best_distance = tmpi;
1567 best = tmp; 1479 best = tmp;
1568 } 1480 }
1569 } 1481 }
1482
1570 if (best != op1) 1483 if (best != op1)
1571 { 1484 {
1572 retval->distance_x += op1->x - best->x; 1485 retval->distance_x += op1->x - best->x;
1573 retval->distance_y += op1->y - best->y; 1486 retval->distance_y += op1->y - best->y;
1574 } 1487 }
1575 } 1488 }
1489
1576 retval->part = best; 1490 retval->part = best;
1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1491 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1492 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1579 } 1493 }
1580} 1494}
1581 1495
1582/* this is basically the same as get_rangevector above, but instead of 1496/* this is basically the same as get_rangevector above, but instead of
1587 * flags has no meaning for this function at this time - I kept it in to 1501 * flags has no meaning for this function at this time - I kept it in to
1588 * be more consistant with the above function and also in case they are needed 1502 * be more consistant with the above function and also in case they are needed
1589 * for something in the future. Also, since no object is pasted, the best 1503 * for something in the future. Also, since no object is pasted, the best
1590 * field of the rv_vector is set to NULL. 1504 * field of the rv_vector is set to NULL.
1591 */ 1505 */
1592
1593void 1506void
1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1507get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1595{ 1508{
1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1509 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 { 1510 {
1598 /* be conservative and fill in _some_ data */ 1511 /* be conservative and fill in _some_ data */
1599 retval->distance = 100000; 1512 retval->distance = 100000;
1605 else 1518 else
1606 { 1519 {
1607 retval->distance_x += op2->x - x; 1520 retval->distance_x += op2->x - x;
1608 retval->distance_y += op2->y - y; 1521 retval->distance_y += op2->y - y;
1609 1522
1610 retval->part = NULL; 1523 retval->part = 0;
1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1613 } 1526 }
1614} 1527}
1615 1528
1616/* Returns true of op1 and op2 are effectively on the same map 1529/* Returns true of op1 and op2 are effectively on the same map
1627 int dx, dy; 1540 int dx, dy;
1628 1541
1629 return adjacent_map (op1->map, op2->map, &dx, &dy); 1542 return adjacent_map (op1->map, op2->map, &dx, &dy);
1630} 1543}
1631 1544
1545//-GPL
1546
1632object * 1547object *
1633maptile::insert (object *op, int x, int y, object *originator, int flags) 1548maptile::insert (object *op, int x, int y, object *originator, int flags)
1634{ 1549{
1635 if (!op->flag [FLAG_REMOVED])
1636 op->remove ();
1637
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1550 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639} 1551}
1640 1552
1553region *
1554maptile::region (int x, int y) const
1555{
1556 if (regions
1557 && regionmap
1558 && !OUT_OF_REAL_MAP (this, x, y))
1559 if (struct region *reg = regionmap [regions [y * width + x]])
1560 return reg;
1561
1562 if (default_region)
1563 return default_region;
1564
1565 return ::region::default_region ();
1566}
1567
1568//+GPL
1569
1570/* picks a random object from a style map.
1571 */
1572object *
1573maptile::pick_random_object (rand_gen &gen) const
1574{
1575 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me.
1580 */
1581 for (int i = 1000; --i;)
1582 {
1583 object *pick = at (gen (width), gen (height)).bot;
1584
1585 // do not prefer big monsters just because they are big.
1586 if (pick && pick->is_head ())
1587 return pick->head_ ();
1588 }
1589
1590 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return archetype::find (shstr_bug);
1592}
1593
1594//-GPL
1595
1596void
1597maptile::play_sound (faceidx sound, int x, int y) const
1598{
1599 if (!sound)
1600 return;
1601
1602 for_all_players_on_map (pl, this)
1603 if (client *ns = pl->ns)
1604 {
1605 int dx = x - pl->ob->x;
1606 int dy = y - pl->ob->y;
1607
1608 int distance = idistance (dx, dy);
1609
1610 if (distance <= MAX_SOUND_DISTANCE)
1611 ns->play_sound (sound, dx, dy);
1612 }
1613}
1614
1615void
1616maptile::say_msg (const char *msg, int x, int y) const
1617{
1618 for_all_players (pl)
1619 if (client *ns = pl->ns)
1620 {
1621 int dx = x - pl->ob->x;
1622 int dy = y - pl->ob->y;
1623
1624 int distance = idistance (dx, dy);
1625
1626 if (distance <= MAX_SOUND_DISTANCE)
1627 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1628 }
1629}
1630
1631static void
1632split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1633{
1634 // clip to map to the left
1635 if (x0 < 0)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1638 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1639
1640 if (x1 < 0) // entirely to the left
1641 return;
1642
1643 x0 = 0;
1644 }
1645
1646 // clip to map to the right
1647 if (x1 > m->width)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1650 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1651
1652 if (x0 > m->width) // entirely to the right
1653 return;
1654
1655 x1 = m->width;
1656 }
1657
1658 // clip to map above
1659 if (y0 < 0)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_UP, 1))
1662 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1663
1664 if (y1 < 0) // entirely above
1665 return;
1666
1667 y0 = 0;
1668 }
1669
1670 // clip to map below
1671 if (y1 > m->height)
1672 {
1673 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1674 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1675
1676 if (y0 > m->height) // entirely below
1677 return;
1678
1679 y1 = m->height;
1680 }
1681
1682 // if we get here, the rect is within the current map
1683 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1684
1685 r->m = m;
1686 r->x0 = x0;
1687 r->y0 = y0;
1688 r->x1 = x1;
1689 r->y1 = y1;
1690 r->dx = dx;
1691 r->dy = dy;
1692}
1693
1694maprect *
1695maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1696{
1697 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1698 buf.clear ();
1699
1700 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1701
1702 // add end marker
1703 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1704 r->m = 0;
1705
1706 return (maprect *)buf.linearise ();
1707}
1708

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