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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 1.208 by root, Sat May 7 10:50:35 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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"
30#include "path.h" 28#include "path.h"
31 29
32/* 30//+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 31
46/* 32sint8 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 33
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 72 * by the caller.
137 */ 73 */
138int 74int
139blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 76{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 78 * have already checked this.
146 */ 79 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 81 {
149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
150 return 1; 83 return 1;
151 } 84 }
152 85
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 87
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
159 90
160 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 93 * things we need to do for players.
163 */ 94 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
165 return 0; 96 return 0;
166 97
167 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
173 */ 104 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 106 return 0;
176 107
177 if (ob->head != NULL)
178 ob = ob->head; 108 ob = ob->head_ ();
179 109
180 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 116 {
187 117 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 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
198 return 1; 131 return 1;
199 else 132 }
200 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
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 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything
217 * movement, can't move here. 150
218 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 152 && tmp->type != DOOR
220 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
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; 154 return 1;
226 } 155 }
227
228 } 156 }
157
229 return 0; 158 return 0;
230} 159}
231 160
232
233/* 161/*
234 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
239 * 167 *
240 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
241 * 169 *
242 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
254 * 182 *
255 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
257 * against the move_block values. 185 * against the move_block values.
258 */ 186 */
259int 187bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
261{ 189{
262 archetype *tmp; 190 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 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
276 193
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
278 { 195 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 196
281 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 198
283 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 200 return 1;
285 201
286 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
287 203 * (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. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 205 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 207 continue;
295 208
296 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
298 */ 211 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
300 return P_NO_PASS; 213 return 1;
301 } 214 }
302 215
303 return 0; 216 return 0;
304} 217}
305 218
306/* When the map is loaded, load_object does not actually insert objects 219//-GPL
307 * into inventory, but just links them. What this does is go through
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312void
313fix_container (object *container)
314{
315 object *tmp = container->inv, *next;
316 220
317 container->inv = 0; 221void
318 while (tmp) 222maptile::set_object_flag (int flag, int value)
319 { 223{
320 next = tmp->below; 224 if (!spaces)
321 if (tmp->inv) 225 return;
322 fix_container (tmp);
323 226
324 insert_ob_in_ob (tmp, container); 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
325 tmp = next; 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
326 } 229 tmp->flag [flag] = value;
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
333 259
334/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 264 */
340void 265void
341maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
342{ 267{
343 if (!spaces) 268 if (!spaces)
344 return; 269 return;
345 270
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
348 { 275 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 277 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 { 278 {
363 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
364 281
365 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 284 // 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); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
380 } 289 }
290 else
291 op = op->above;
381 } 292 }
382
383 tmp = above;
384 } 293 }
385} 294}
295
296//-GPL
386 297
387/* 298/*
388 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 300 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 301 */
392bool 302bool
393maptile::load_objects (object_thawer &thawer) 303maptile::_load_objects (object_thawer &f)
394{ 304{
395 int unique; 305 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 { 306 {
403 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 308
405 * or editor will not be able to do anything with it either. 309 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 310 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
410 continue; 346 continue;
411 }
412 347
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: 348 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
426 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
427 break; 354 break;
428 } 355 }
429 356
430 op = object::create (); 357 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 } 358 }
451#endif
452 359
453 return true; 360 return true;
454} 361}
455 362
456void 363void
457maptile::activate () 364maptile::activate ()
458{ 365{
459 if (!spaces) 366 if (state != MAP_INACTIVE)
460 return; 367 return;
461 368
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
465} 376}
466 377
467void 378void
468maptile::deactivate () 379maptile::deactivate ()
469{ 380{
470 if (!spaces) 381 if (state != MAP_ACTIVE)
471 return; 382 return;
472 383
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
476} 389}
477 390
478bool 391bool
479maptile::save_objects (object_freezer &freezer, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
480{ 393{
394 coroapi::cede_to_tick ();
395
481 if (flags & IO_HEADER) 396 if (flags & IO_HEADER)
482 save_header (freezer); 397 _save_header (f);
483 398
484 if (!spaces) 399 if (!spaces)
485 return false; 400 return false;
486 401
487 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
488 { 403 {
489 int unique = 0; 404 bool unique = 0;
405
490 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
491 { 407 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 409
495 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
496 continue; 411 continue;
497 412
498 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 414 {
500 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 416 op->write (f);
502 } 417 }
503 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 419 op->write (f);
505 } 420 }
506 } 421 }
507 422
423 coroapi::cede_to_tick ();
424
508 return true; 425 return true;
509} 426}
510 427
511bool 428bool
512maptile::load_objects (const char *path, bool skip_header) 429maptile::_save_objects (const char *path, int flags)
513{ 430{
514 object_thawer thawer (path); 431 object_freezer freezer;
515 432
516 if (!thawer) 433 if (!_save_objects (freezer, flags))
517 return false; 434 return false;
518 435
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); 436 return freezer.save (path);
542} 437}
543 438
544maptile::maptile () 439void
440maptile::init ()
545{ 441{
546 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
547 443
548 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
550 */ 446 */
551 width = 16; 447 width = 16;
552 height = 16; 448 height = 16;
449 timeout = 300;
450 max_items = MAX_ITEM_PER_ACTION;
451 max_volume = 2000000; // 2m³
553 reset_timeout = 0; 452 reset_timeout = 0;
554 timeout = 300;
555 enter_x = 0; 453 enter_x = 0;
556 enter_y = 0; 454 enter_y = 0;
557} 455}
558 456
457maptile::maptile ()
458{
459 init ();
460}
461
559maptile::maptile (int w, int h) 462maptile::maptile (int w, int h)
560{ 463{
561 in_memory = MAP_SWAPPED; 464 init ();
562 465
563 width = w; 466 width = w;
564 height = h; 467 height = h;
565 reset_timeout = 0;
566 timeout = 300;
567 enter_x = 0;
568 enter_y = 0;
569 468
570 alloc (); 469 alloc ();
571} 470}
572 471
573/* 472/*
581 if (spaces) 480 if (spaces)
582 return; 481 return;
583 482
584 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
585} 484}
485
486//+GPL
586 487
587/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
588 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
589 * at a later date. 490 * at a later date.
590 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
667 return items; 568 return items;
668} 569}
669 570
670/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
671 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
672static void 573static const char *
673print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
674{ 575{
675 int i; 576 static dynbuf_text buf; buf.clear ();
676 char tmp[MAX_BUF]; 577 bool first = true;
677 578
678 strcpy (output_string, "");
679 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
680 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
681 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
682 { 587 {
683 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
684 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
685 else 590 else
686 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
687 } 592 }
688 else 593 else
689 { 594 {
690 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
691 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
692 else 597 else
693 sprintf (tmp, "*"); 598 buf.printf ("*");
694 } 599 }
695
696 strcat (output_string, tmp);
697 } 600 }
601
602 return buf;
698} 603}
604
605//-GPL
699 606
700/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
701 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
702 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
703 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
707 * This could be done in lex (like the object loader), but I think 614 * 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. 615 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 616 * MSW 2001-07-01
710 */ 617 */
711bool 618bool
712maptile::load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
713{ 620{
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 (;;) 621 for (;;)
719 { 622 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 623 switch (thawer.kw)
723 { 624 {
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: 625 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
733 break; 627 break;
734 628
735 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
736 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
737 break; 631 break;
738 632
739 case KW_maplore: 633 case KW_maplore:
740 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
757 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
758 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
759 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
760 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
761 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
762 case KW_temp: thawer.get (temp); break;
763 case KW_pressure: thawer.get (pressure); break;
764 case KW_humid: thawer.get (humid); break;
765 case KW_windspeed: thawer.get (windspeed); break;
766 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break;
768 656
769 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
771 661
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 664
775 // old names new names 665 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
785 675
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
686
687 case KW_end:
688 thawer.next ();
689 return true;
790 690
791 default: 691 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 692 if (!thawer.parse_error ("map"))
693 return false;
793 break; 694 break;
794 } 695 }
696
697 thawer.next ();
795 } 698 }
796 699
797 abort (); 700 abort ();
798} 701}
799 702
800bool 703//+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}
810 704
811/****************************************************************************** 705/******************************************************************************
812 * This is the start of unique map handling code 706 * This is the start of unique map handling code
813 *****************************************************************************/ 707 *****************************************************************************/
814 708
821 int unique = 0; 715 int unique = 0;
822 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
823 { 717 {
824 object *above = op->above; 718 object *above = op->above;
825 719
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
827 unique = 1; 721 unique = 1;
828 722
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
830 {
831 op->destroy_inv (false);
832 op->destroy (); 724 op->destroy ();
833 }
834 725
835 op = above; 726 op = above;
836 } 727 }
837 } 728 }
838} 729}
839 730
731//-GPL
732
840bool 733bool
841maptile::save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
842{ 735{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
845 738
846 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
847 740
848 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
853 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
854
855 if (region) MAP_OUT2 (region, region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
856 750
857 if (shopitems) 751 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); 752 MAP_OUT (shopgreed);
865 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
866 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
867 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
868 MAP_OUT (darkness); 756
869 MAP_OUT (width); 757 MAP_OUT (width);
870 MAP_OUT (height); 758 MAP_OUT (height);
871 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
872 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
873 761 MAP_OUT (darkness);
874 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
875 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
876
877 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
878 MAP_OUT (temp); 763
879 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
880 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
881 MAP_OUT (windspeed);
882 MAP_OUT (winddir);
883 MAP_OUT (sky);
884 766
885 MAP_OUT (per_player); 767 MAP_OUT (per_player);
886 MAP_OUT (per_party); 768 MAP_OUT (per_party);
887 769
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
892 776
893 freezer.put (this); 777 freezer.put (this);
894 freezer.put (KW_end); 778 freezer.put (KW(end));
895 779
896 return true; 780 return true;
897} 781}
898 782
899bool 783bool
900maptile::save_header (const char *path) 784maptile::_save_header (const char *path)
901{ 785{
902 object_freezer freezer; 786 object_freezer freezer;
903 787
904 if (!save_header (freezer)) 788 if (!_save_header (freezer))
905 return false; 789 return false;
906 790
907 return freezer.save (path); 791 return freezer.save (path);
908} 792}
793
794//+GPL
909 795
910/* 796/*
911 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
912 */ 798 */
913void 799void
914maptile::clear () 800maptile::clear ()
915{ 801{
916 if (!spaces) 802 if (spaces)
917 return; 803 {
918
919 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
920 while (object *op = ms->bot) 805 while (object *op = ms->bot)
921 { 806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
922 if (op->head) 814 if (op == head)
923 op = op->head;
924
925 op->destroy_inv (false);
926 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
821 }
822
823 sfree0 (spaces, size ());
927 } 824 }
928
929 sfree (spaces, size ()), spaces = 0;
930 825
931 if (buttons) 826 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
933} 831}
934 832
935void 833void
936maptile::clear_header () 834maptile::clear_header ()
937{ 835{
939 msg = 0; 837 msg = 0;
940 maplore = 0; 838 maplore = 0;
941 shoprace = 0; 839 shoprace = 0;
942 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
943 841
944 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
945 tile_path [i] = 0; 843 tile_path [i] = 0;
946} 844}
947 845
948maptile::~maptile () 846maptile::~maptile ()
949{ 847{
956 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
957 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
958 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
959 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
960 */ 858 */
961 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
962 if (tile_map[i] == m) 860 if (tile_map[i] == m)
963 tile_map[i] = 0; 861 tile_map[i] = 0;
964} 862}
965 863
966void 864void
969 attachable::do_destroy (); 867 attachable::do_destroy ();
970 868
971 clear (); 869 clear ();
972} 870}
973 871
974/* 872/* decay and destroy perishable items in a map */
975 * Updates every button on the map (by calling update_button() for them). 873// TODO: should be done regularly, not on map load?
976 */
977void 874void
978maptile::update_buttons () 875maptile::do_decay_objects ()
979{ 876{
980 for (oblinkpt *obp = buttons; obp; obp = obp->next) 877 if (!spaces)
981 for (objectlink *ol = obp->link; ol; ol = ol->next) 878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
982 { 882 {
983 if (!ol->ob) 883 above = op->above;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
984 { 899 {
985 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 900 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); 901 if (op->stats.dam < 0)
987 continue; 902 destroy = 1;
988 } 903 }
989 904 else if (op->is_armor ())
990 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
991 { 905 {
992 update_button (ol->ob); 906 op->stats.ac--;
993 break; 907 if (op->stats.ac < 0)
908 destroy = 1;
994 } 909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
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;
1013 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1014 957
1015 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1016 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
1017 { 960 {
1018 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1019 { 962 {
1020 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1021 monster_cnt++; 964 monster_cnt++;
1022 } 965 }
1023 966
1024 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [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;
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;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1097 1039
1098 middle = blank_face; 1040 //object *middle = 0;
1099 top = blank_face; 1041 //object *top = 0;
1100 floor = blank_face; 1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above
1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1101 1047
1102 middle_obj = 0; 1048 object::flags_t allflags; // all flags of all objects or'ed together
1103 top_obj = 0;
1104 floor_obj = 0;
1105 1049
1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1107 { 1051 {
1108 /* This could be made additive I guess (two lights better than 1052 // 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; 1053 light += tmp->glow_radius;
1115 1054
1116 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1117 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1118 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1119 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1120 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1121 * 1060 *
1122 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1123 */ 1062 */
1124 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1125 { 1064 {
1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1127 {
1128 top = tmp->face;
1129 top_obj = tmp; 1066 top = tmp;
1130 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 { 1068 {
1133 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1134 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1135 */ 1071 */
1136 middle = blank_face; 1072 middle = 0;
1137 top = blank_face; 1073 top = 0;
1138 floor = tmp->face;
1139 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1140 } 1077 }
1141 /* Flag anywhere have high priority */ 1078 else
1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 { 1079 {
1144 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1145 1085
1146 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1147 anywhere = 1; 1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp;
1098 }
1148 } 1099 }
1149 /* Find the highest visible face around. If equal
1150 * visibilities, we still want the one nearer to the
1151 * top
1152 */
1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1154 {
1155 middle = tmp->face;
1156 middle_obj = tmp;
1157 }
1158 }
1159
1160 if (tmp == tmp->above)
1161 {
1162 LOG (llevError, "Error in structure of map\n");
1163 exit (-1);
1164 } 1100 }
1165 1101
1166 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1167 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1168 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1169 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1170 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1171 1107
1172 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1173 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1174 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1175 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1176 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1177 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1178 } 1112 }
1179 1113
1180 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1181 this->flags_ = flags; 1125 this->flags_ = flags;
1182 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1183 this->move_on = move_on; 1127 this->move_on = move_on;
1184 this->move_off = move_off; 1128 this->move_off = move_off;
1185 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1186 1132
1187 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1188 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1189 * this point. 1135 * this point.
1190 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1197 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1198 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1199 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1200 */ 1146 */
1201 if (top == middle) 1147 if (top == middle)
1202 middle = blank_face; 1148 middle = 0;
1203 1149
1204 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1205 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1206 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1207 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1208 */ 1154 */
1209 1155
1210 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1211 { 1157 {
1212 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1214 break; 1160 break;
1215 1161
1216 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1217 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
1218 break; 1164 break;
1219 1165
1220 /* Only show visible faces, unless its the editor - show all */ 1166 /* Only show visible faces */
1221 if (!tmp->invisible || editor) 1167 if (!tmp->invisible)
1222 { 1168 {
1223 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1224 if (top == blank_face) 1170 if (!top)
1225 { 1171 {
1226 top = tmp->face;
1227 top_obj = tmp; 1172 top = tmp;
1228 if (top == middle) 1173 if (top == middle)
1229 middle = blank_face; 1174 middle = 0;
1230 } 1175 }
1231 else 1176 else
1232 { 1177 {
1233 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1234 * middle is not set 1179 * middle is not set
1235 * 1180 *
1236 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1237 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1238 * 1183 *
1239 */ 1184 */
1240 if (tmp->face != top) 1185 if (tmp != top)
1241 { 1186 {
1242 middle = tmp->face;
1243 middle_obj = tmp; 1187 middle = tmp;
1244 break; 1188 break;
1245 } 1189 }
1246 } 1190 }
1247 } 1191 }
1248 } 1192 }
1249 1193
1250 if (middle == floor) 1194 if (middle == floor)
1251 middle = blank_face; 1195 middle = 0;
1252 1196
1253 if (top == middle) 1197 if (top == middle)
1254 middle = blank_face; 1198 middle = 0;
1255 1199
1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1200#if 0
1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1201 faces_obj [0] = top;
1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1202 faces_obj [1] = middle;
1203 faces_obj [2] = floor;
1204#endif
1259} 1205}
1260 1206
1261/* this updates the orig_map->tile_map[tile_num] value after loading 1207maptile *
1262 * the map. It also takes care of linking back the freshly loaded 1208maptile::tile_available (int dir, bool load)
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{ 1209{
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1210 if (tile_path[dir])
1271
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1273 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1);
1278 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY;
1280 } 1211 {
1212 // map is there and we don't need to load it OR it's loaded => return what we have
1213 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1214 return tile_map[dir];
1281 1215
1282 int dest_tile = (tile_num + 2) % 4; 1216 // well, try to locate it then, if possible - maybe it's there already
1217 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1218 return tile_map[dir];
1219 }
1283 1220
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; 1221 return 0;
1292} 1222}
1293 1223
1294/* this returns TRUE if the coordinates (x,y) are out of 1224/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1225 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1226 * tiling considerations, loading adjacant maps as needed.
1309 if (!m) 1239 if (!m)
1310 return 0; 1240 return 0;
1311 1241
1312 if (x < 0) 1242 if (x < 0)
1313 { 1243 {
1314 if (!m->tile_path[3]) 1244 if (!m->tile_available (3))
1315 return 1; 1245 return 1;
1316 1246
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); 1247 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1248 }
1322 1249
1323 if (x >= m->width) 1250 if (x >= m->width)
1324 { 1251 {
1325 if (!m->tile_path[1]) 1252 if (!m->tile_available (1))
1326 return 1; 1253 return 1;
1327 1254
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); 1255 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1256 }
1333 1257
1334 if (y < 0) 1258 if (y < 0)
1335 { 1259 {
1336 if (!m->tile_path[0]) 1260 if (!m->tile_available (0))
1337 return 1; 1261 return 1;
1338 1262
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); 1263 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1264 }
1344 1265
1345 if (y >= m->height) 1266 if (y >= m->height)
1346 { 1267 {
1347 if (!m->tile_path[2]) 1268 if (!m->tile_available (2))
1348 return 1; 1269 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 1270
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1271 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1272 }
1355 1273
1356 /* Simple case - coordinates are within this local 1274 /* Simple case - coordinates are within this local
1361 1279
1362/* This is basically the same as out_of_map above, but 1280/* This is basically the same as out_of_map above, but
1363 * instead we return NULL if no map is valid (coordinates 1281 * instead we return NULL if no map is valid (coordinates
1364 * out of bounds and no tiled map), otherwise it returns 1282 * out of bounds and no tiled map), otherwise it returns
1365 * the map as that the coordinates are really on, and 1283 * the map as that the coordinates are really on, and
1366 * updates x and y to be the localized coordinates. 1284 * updates x and y to be the localised coordinates.
1367 * Using this is more efficient of calling out_of_map 1285 * Using this is more efficient of calling out_of_map
1368 * and then figuring out what the real map is 1286 * and then figuring out what the real map is
1369 */ 1287 */
1370maptile * 1288maptile *
1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1289maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1290{
1373 if (*x < 0) 1291 if (x < 0)
1374 { 1292 {
1375 if (!m->tile_path[3]) 1293 if (!tile_available (3))
1376 return 0; 1294 return 0;
1377 1295
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; 1296 x += tile_map[3]->width;
1382 return (get_map_from_coord (m->tile_map[3], x, y)); 1297 return tile_map[3]->xy_find (x, y);
1383 } 1298 }
1384 1299
1385 if (*x >= m->width) 1300 if (x >= width)
1386 { 1301 {
1387 if (!m->tile_path[1]) 1302 if (!tile_available (1))
1388 return 0; 1303 return 0;
1389 1304
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; 1305 x -= width;
1394 return (get_map_from_coord (m->tile_map[1], x, y)); 1306 return tile_map[1]->xy_find (x, y);
1395 } 1307 }
1396 1308
1397 if (*y < 0) 1309 if (y < 0)
1398 { 1310 {
1399 if (!m->tile_path[0]) 1311 if (!tile_available (0))
1400 return 0; 1312 return 0;
1401 1313
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; 1314 y += tile_map[0]->height;
1406 return (get_map_from_coord (m->tile_map[0], x, y)); 1315 return tile_map[0]->xy_find (x, y);
1407 } 1316 }
1408 1317
1409 if (*y >= m->height) 1318 if (y >= height)
1410 { 1319 {
1411 if (!m->tile_path[2]) 1320 if (!tile_available (2))
1412 return 0; 1321 return 0;
1413 1322
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; 1323 y -= height;
1418 return (get_map_from_coord (m->tile_map[2], x, y)); 1324 return tile_map[2]->xy_find (x, y);
1419 } 1325 }
1420 1326
1421 /* Simple case - coordinates are within this local 1327 /* Simple case - coordinates are within this local
1422 * map. 1328 * map.
1423 */ 1329 */
1424 return m; 1330 return this;
1425} 1331}
1426 1332
1427/** 1333/**
1428 * Return whether map2 is adjacent to map1. If so, store the distance from 1334 * Return whether map2 is adjacent to map1. If so, store the distance from
1429 * map1 to map2 in dx/dy. 1335 * map1 to map2 in dx/dy.
1430 */ 1336 */
1431static int 1337int
1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1338adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1433{ 1339{
1434 if (!map1 || !map2) 1340 if (!map1 || !map2)
1435 return 0; 1341 return 0;
1436 1342
1343 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1344 //fix: compare paths instead (this is likely faster, too!)
1437 if (map1 == map2) 1345 if (map1 == map2)
1438 { 1346 {
1439 *dx = 0; 1347 *dx = 0;
1440 *dy = 0; 1348 *dy = 0;
1441 } 1349 }
1442 else if (map1->tile_map[0] == map2) 1350 else if (map1->tile_available (TILE_NORTH, false) == map2)
1443 { /* up */ 1351 {
1444 *dx = 0; 1352 *dx = 0;
1445 *dy = -map2->height; 1353 *dy = -map2->height;
1446 } 1354 }
1447 else if (map1->tile_map[1] == map2) 1355 else if (map1->tile_available (TILE_EAST , false) == map2)
1448 { /* right */ 1356 {
1449 *dx = map1->width; 1357 *dx = map1->width;
1450 *dy = 0; 1358 *dy = 0;
1451 } 1359 }
1452 else if (map1->tile_map[2] == map2) 1360 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1453 { /* down */ 1361 {
1454 *dx = 0; 1362 *dx = 0;
1455 *dy = map1->height; 1363 *dy = map1->height;
1456 } 1364 }
1457 else if (map1->tile_map[3] == map2) 1365 else if (map1->tile_available (TILE_WEST , false) == map2)
1458 { /* left */ 1366 {
1459 *dx = -map2->width; 1367 *dx = -map2->width;
1460 *dy = 0; 1368 *dy = 0;
1461 } 1369 }
1462 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1370 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1463 { /* up right */ 1371 { /* up right */
1464 *dx = map1->tile_map[0]->width; 1372 *dx = +map1->tile_map[TILE_NORTH]->width;
1465 *dy = -map1->tile_map[0]->height; 1373 *dy = -map1->tile_map[TILE_NORTH]->height;
1466 } 1374 }
1467 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1375 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1468 { /* up left */ 1376 { /* up left */
1469 *dx = -map2->width; 1377 *dx = -map2->width;
1470 *dy = -map1->tile_map[0]->height; 1378 *dy = -map1->tile_map[TILE_NORTH]->height;
1471 } 1379 }
1472 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1380 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1473 { /* right up */ 1381 { /* right up */
1474 *dx = map1->width; 1382 *dx = +map1->width;
1475 *dy = -map2->height; 1383 *dy = -map2->height;
1476 } 1384 }
1477 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1385 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1478 { /* right down */ 1386 { /* right down */
1479 *dx = map1->width; 1387 *dx = +map1->width;
1480 *dy = map1->tile_map[1]->height; 1388 *dy = +map1->tile_map[TILE_EAST]->height;
1481 } 1389 }
1482 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1390 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1483 { /* down right */ 1391 { /* down right */
1484 *dx = map1->tile_map[2]->width; 1392 *dx = +map1->tile_map[TILE_SOUTH]->width;
1485 *dy = map1->height; 1393 *dy = +map1->height;
1486 } 1394 }
1487 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1395 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1488 { /* down left */ 1396 { /* down left */
1489 *dx = -map2->width; 1397 *dx = -map2->width;
1490 *dy = map1->height; 1398 *dy = +map1->height;
1491 } 1399 }
1492 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1400 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1493 { /* left up */ 1401 { /* left up */
1494 *dx = -map1->tile_map[3]->width; 1402 *dx = -map1->tile_map[TILE_WEST]->width;
1495 *dy = -map2->height; 1403 *dy = -map2->height;
1496 } 1404 }
1497 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1405 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1498 { /* left down */ 1406 { /* left down */
1499 *dx = -map1->tile_map[3]->width; 1407 *dx = -map1->tile_map[TILE_WEST]->width;
1500 *dy = map1->tile_map[3]->height; 1408 *dy = +map1->tile_map[TILE_WEST]->height;
1501 } 1409 }
1502 else 1410 else
1503 return 0; 1411 return 0;
1504 1412
1505 return 1; 1413 return 1;
1414}
1415
1416maptile *
1417maptile::xy_load (sint16 &x, sint16 &y)
1418{
1419 maptile *map = xy_find (x, y);
1420
1421 if (map)
1422 map->load_sync ();
1423
1424 return map;
1425}
1426
1427maptile *
1428get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1429{
1430 return m->xy_load (*x, *y);
1506} 1431}
1507 1432
1508/* From map.c 1433/* From map.c
1509 * This is used by get_player to determine where the other 1434 * This is used by get_player to determine where the other
1510 * creature is. get_rangevector takes into account map tiling, 1435 * creature is. get_rangevector takes into account map tiling,
1511 * so you just can not look the the map coordinates and get the 1436 * so you just can not look the the map coordinates and get the
1512 * righte value. distance_x/y are distance away, which 1437 * righte value. distance_x/y are distance away, which
1513 * can be negativbe. direction is the crossfire direction scheme 1438 * can be negative. direction is the crossfire direction scheme
1514 * that the creature should head. part is the part of the 1439 * that the creature should head. part is the part of the
1515 * monster that is closest. 1440 * monster that is closest.
1516 * 1441 *
1517 * get_rangevector looks at op1 and op2, and fills in the 1442 * get_rangevector looks at op1 and op2, and fills in the
1518 * structure for op1 to get to op2. 1443 * structure for op1 to get to op2.
1524 * 1449 *
1525 * currently, the only flag supported (0x1) is don't translate for 1450 * currently, the only flag supported (0x1) is don't translate for
1526 * closest body part of 'op1' 1451 * closest body part of 'op1'
1527 */ 1452 */
1528void 1453void
1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1454get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1530{ 1455{
1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1456 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 { 1457 {
1533 /* be conservative and fill in _some_ data */ 1458 /* be conservative and fill in _some_ data */
1534 retval->distance = 100000; 1459 retval->distance = 10000;
1535 retval->distance_x = 32767; 1460 retval->distance_x = 10000;
1536 retval->distance_y = 32767; 1461 retval->distance_y = 10000;
1537 retval->direction = 0; 1462 retval->direction = 0;
1538 retval->part = 0; 1463 retval->part = 0;
1539 } 1464 }
1540 else 1465 else
1541 { 1466 {
1542 object *best;
1543
1544 retval->distance_x += op2->x - op1->x; 1467 retval->distance_x += op2->x - op1->x;
1545 retval->distance_y += op2->y - op1->y; 1468 retval->distance_y += op2->y - op1->y;
1546 1469
1547 best = op1; 1470 object *best = op1;
1471
1548 /* If this is multipart, find the closest part now */ 1472 /* If this is multipart, find the closest part now */
1549 if (!(flags & 0x1) && op1->more) 1473 if (!(flags & 1) && op1->more)
1550 { 1474 {
1551 object *tmp; 1475 int best_distance = idistance (retval->distance_x, retval->distance_y);
1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1553 1476
1554 /* we just take the offset of the piece to head to figure 1477 /* we just take the offset of the piece to head to figure
1555 * distance instead of doing all that work above again 1478 * distance instead of doing all that work above again
1556 * since the distance fields we set above are positive in the 1479 * since the distance fields we set above are positive in the
1557 * same axis as is used for multipart objects, the simply arithmetic 1480 * same axis as is used for multipart objects, the simply arithmetic
1558 * below works. 1481 * below works.
1559 */ 1482 */
1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1483 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1561 { 1484 {
1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1485 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1486
1564 if (tmpi < best_distance) 1487 if (tmpi < best_distance)
1565 { 1488 {
1566 best_distance = tmpi; 1489 best_distance = tmpi;
1567 best = tmp; 1490 best = tmp;
1568 } 1491 }
1569 } 1492 }
1493
1570 if (best != op1) 1494 if (best != op1)
1571 { 1495 {
1572 retval->distance_x += op1->x - best->x; 1496 retval->distance_x += op1->x - best->x;
1573 retval->distance_y += op1->y - best->y; 1497 retval->distance_y += op1->y - best->y;
1574 } 1498 }
1575 } 1499 }
1500
1576 retval->part = best; 1501 retval->part = best;
1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1502 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1503 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1579 } 1504 }
1580} 1505}
1581 1506
1582/* this is basically the same as get_rangevector above, but instead of 1507/* this is basically the same as get_rangevector above, but instead of
1583 * the first parameter being an object, it instead is the map 1508 * the first parameter being an object, it instead is the map
1587 * flags has no meaning for this function at this time - I kept it in to 1512 * 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 1513 * 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 1514 * for something in the future. Also, since no object is pasted, the best
1590 * field of the rv_vector is set to NULL. 1515 * field of the rv_vector is set to NULL.
1591 */ 1516 */
1592
1593void 1517void
1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1518get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1595{ 1519{
1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1520 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 { 1521 {
1598 /* be conservative and fill in _some_ data */ 1522 /* be conservative and fill in _some_ data */
1599 retval->distance = 100000; 1523 retval->distance = 100000;
1600 retval->distance_x = 32767; 1524 retval->distance_x = 32767;
1601 retval->distance_y = 32767; 1525 retval->distance_y = 32767;
1602 retval->direction = 0; 1526 retval->direction = 0;
1603 retval->part = 0; 1527 retval->part = 0;
1604 } 1528 }
1605 else 1529 else
1606 { 1530 {
1607 retval->distance_x += op2->x - x; 1531 retval->distance_x += op2->x - x;
1608 retval->distance_y += op2->y - y; 1532 retval->distance_y += op2->y - y;
1609 1533
1610 retval->part = NULL; 1534 retval->part = 0;
1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1535 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1536 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1613 } 1537 }
1614} 1538}
1615 1539
1616/* Returns true of op1 and op2 are effectively on the same map 1540/* Returns true of op1 and op2 are effectively on the same map
1617 * (as related to map tiling). Note that this looks for a path from 1541 * (as related to map tiling). Note that this looks for a path from
1627 int dx, dy; 1551 int dx, dy;
1628 1552
1629 return adjacent_map (op1->map, op2->map, &dx, &dy); 1553 return adjacent_map (op1->map, op2->map, &dx, &dy);
1630} 1554}
1631 1555
1556//-GPL
1557
1632object * 1558object *
1633maptile::insert (object *op, int x, int y, object *originator, int flags) 1559maptile::insert (object *op, int x, int y, object *originator, int flags)
1634{ 1560{
1635 if (!op->flag [FLAG_REMOVED])
1636 op->remove ();
1637
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1561 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639} 1562}
1640 1563
1564region *
1565maptile::region (int x, int y) const
1566{
1567 if (regions
1568 && regionmap
1569 && !OUT_OF_REAL_MAP (this, x, y))
1570 if (struct region *reg = regionmap [regions [y * width + x]])
1571 return reg;
1572
1573 if (default_region)
1574 return default_region;
1575
1576 return ::region::default_region ();
1577}
1578
1579//+GPL
1580
1581/* picks a random object from a style map.
1582 */
1583object *
1584maptile::pick_random_object (rand_gen &gen) const
1585{
1586 /* while returning a null object will result in a crash, that
1587 * is actually preferable to an infinite loop. That is because
1588 * most servers will automatically restart in case of crash.
1589 * Change the logic on getting the random space - shouldn't make
1590 * any difference, but this seems clearer to me.
1591 */
1592 for (int i = 1000; --i;)
1593 {
1594 object *pick = at (gen (width), gen (height)).bot;
1595
1596 // must be head: do not prefer big monsters just because they are big.
1597 if (pick && pick->is_head ())
1598 return pick;
1599 }
1600
1601 // instead of crashing in the unlikely(?) case, try to return *something*
1602 return archetype::find (shstr_bug);
1603}
1604
1605//-GPL
1606
1607void
1608maptile::play_sound (faceidx sound, int x, int y) const
1609{
1610 if (!sound)
1611 return;
1612
1613 for_all_players_on_map (pl, this)
1614 if (client *ns = pl->ns)
1615 {
1616 int dx = x - pl->ob->x;
1617 int dy = y - pl->ob->y;
1618
1619 int distance = idistance (dx, dy);
1620
1621 if (distance <= MAX_SOUND_DISTANCE)
1622 ns->play_sound (sound, dx, dy);
1623 }
1624}
1625
1626void
1627maptile::say_msg (const char *msg, int x, int y) const
1628{
1629 for_all_players (pl)
1630 if (client *ns = pl->ns)
1631 {
1632 int dx = x - pl->ob->x;
1633 int dy = y - pl->ob->y;
1634
1635 int distance = idistance (dx, dy);
1636
1637 if (distance <= MAX_SOUND_DISTANCE)
1638 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1639 }
1640}
1641
1642dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1643
1644static void
1645split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1646{
1647 // clip to map to the left
1648 if (x0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1651 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1652
1653 if (x1 < 0) // entirely to the left
1654 return;
1655
1656 x0 = 0;
1657 }
1658
1659 // clip to map to the right
1660 if (x1 > m->width)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1663 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1664
1665 if (x0 > m->width) // entirely to the right
1666 return;
1667
1668 x1 = m->width;
1669 }
1670
1671 // clip to map above
1672 if (y0 < 0)
1673 {
1674 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1675 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1676
1677 if (y1 < 0) // entirely above
1678 return;
1679
1680 y0 = 0;
1681 }
1682
1683 // clip to map below
1684 if (y1 > m->height)
1685 {
1686 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1687 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1688
1689 if (y0 > m->height) // entirely below
1690 return;
1691
1692 y1 = m->height;
1693 }
1694
1695 // if we get here, the rect is within the current map
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697
1698 r->m = m;
1699 r->x0 = x0;
1700 r->y0 = y0;
1701 r->x1 = x1;
1702 r->y1 = y1;
1703 r->dx = dx;
1704 r->dy = dy;
1705}
1706
1707maprect *
1708maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1709{
1710 buf.clear ();
1711
1712 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1713
1714 // add end marker
1715 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1716 r->m = 0;
1717
1718 return (maprect *)buf.linearise ();
1719}
1720

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