ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.85 by root, Wed Feb 7 23:50:01 2007 UTC vs.
Revision 1.188 by root, Fri Apr 16 02:32:25 2010 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 31
48/* 32sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 33
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
103 * 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
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* 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
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 96 return 0;
168 97
169 /* 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
170 * 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
171 * 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
172 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
175 */ 104 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 106 return 0;
178 107
179 if (ob->head != NULL)
180 ob = ob->head; 108 ob = ob->head_ ();
181 109
182 /* 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
183 * 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
184 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
186 */ 114 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 116 {
189 117 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 118 {
193 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
195 * pass through this space. 121 return 1;
196 */ 122 else
197 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
198 { 126 {
199 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))
200 return 1; 131 return 1;
201 else 132 }
202 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;
203 } 142 }
204 else 143 else
205 { 144 return 1; // unconditional block
206 /* In this case, the player must not have the object - 145
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 146 } else {
216 { 147 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
219 * movement, can't move here. 150
220 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 152 && tmp->head_ () != ob
222 */ 153 && tmp != ob
223 if (OB_MOVE_BLOCK (ob, tmp)) 154 && tmp->type != DOOR)
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 155 return 1;
228 } 156 }
229
230 } 157 }
158
231 return 0; 159 return 0;
232} 160}
233 161
234/* 162/*
235 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
240 * 168 *
241 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
242 * 170 *
243 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
255 * 183 *
256 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
258 * against the move_block values. 186 * against the move_block values.
259 */ 187 */
260int 188bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
262{ 190{
263 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
277 194
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
279 { 196 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 197
282 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 199
284 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 201 return 1;
286 202
287 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
288 204 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 206 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 208 continue;
296 209
297 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
299 */ 212 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
301 return P_NO_PASS; 214 return 1;
302 } 215 }
303 216
304 return 0; 217 return 0;
305} 218}
306 219
307/* When the map is loaded, load_object does not actually insert objects 220//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 221
335void 222void
336maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
337{ 224{
338 if (!spaces) 225 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
344} 231}
345 232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
260
346/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 265 */
352void 266void
353maptile::link_multipart_objects () 267maptile::link_multipart_objects ()
354{ 268{
355 if (!spaces) 269 if (!spaces)
356 return; 270 return;
357 271
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 273 {
274 object *op = ms->bot;
275 while (op)
360 { 276 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 279 {
375 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
376 282
377 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
392 } 290 }
291 else
292 op = op->above;
393 } 293 }
394
395 tmp = above;
396 } 294 }
397} 295}
296
297//-GPL
398 298
399/* 299/*
400 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 301 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 302 */
404bool 303bool
405maptile::_load_objects (object_thawer &thawer) 304maptile::_load_objects (object_thawer &f)
406{ 305{
407 int unique; 306 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 307 {
415 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 309
417 * or editor will not be able to do anything with it either. 310 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 311 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 op->update_weight ();
318
319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
342 }
343
422 continue; 344 continue;
423 }
424 345
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 346 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 347 return true;
438 op->head = prev, last_more->more = op, last_more = op; 348
349 default:
350 if (!f.parse_error ("map file"))
351 return false;
439 break; 352 break;
440 } 353 }
441 354
442 op = object::create (); 355 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 356 }
463#endif
464 357
465 return true; 358 return true;
466} 359}
467 360
468void 361void
469maptile::activate () 362maptile::activate ()
470{ 363{
471 if (!spaces) 364 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 366 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 367 op->activate_recursive ();
477} 368}
478 369
479void 370void
480maptile::deactivate () 371maptile::deactivate ()
481{ 372{
482 if (!spaces) 373 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 376 op->deactivate_recursive ();
488} 377}
489 378
490bool 379bool
491maptile::_save_objects (object_freezer &freezer, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
492{ 381{
493 static int cede_count = 0; 382 coroapi::cede_to_tick ();
494 383
495 if (flags & IO_HEADER) 384 if (flags & IO_HEADER)
496 _save_header (freezer); 385 _save_header (f);
497 386
498 if (!spaces) 387 if (!spaces)
499 return false; 388 return false;
500 389
501 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
502 { 391 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 392 bool unique = 0;
393
512 for (object *op = spaces [i].bot; op; op = op->above) 394 for (object *op = spaces [i].bot; op; op = op->above)
513 { 395 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 397
520 if (!op->can_map_save ()) 398 if (expect_false (!op->can_map_save ()))
521 continue; 399 continue;
522 400
523 if (unique || op->flag [FLAG_UNIQUE]) 401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 402 {
525 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 404 op->write (f);
527 } 405 }
528 else if (flags & IO_OBJECTS) 406 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 407 op->write (f);
530 } 408 }
531 } 409 }
532 410
411 coroapi::cede_to_tick ();
412
533 return true; 413 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556} 414}
557 415
558bool 416bool
559maptile::_save_objects (const char *path, int flags) 417maptile::_save_objects (const char *path, int flags)
560{ 418{
564 return false; 422 return false;
565 423
566 return freezer.save (path); 424 return freezer.save (path);
567} 425}
568 426
569maptile::maptile () 427void
428maptile::init ()
570{ 429{
571 in_memory = MAP_SWAPPED; 430 in_memory = MAP_SWAPPED;
572 431
573 /* The maps used to pick up default x and y values from the 432 /* The maps used to pick up default x and y values from the
574 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
575 */ 434 */
576 width = 16; 435 width = 16;
577 height = 16; 436 height = 16;
578 timeout = 300; 437 timeout = 300;
579 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
580 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
581}
582
583maptile::maptile (int w, int h)
584{
585 in_memory = MAP_SWAPPED;
586
587 width = w;
588 height = h;
589 reset_timeout = 0; 440 reset_timeout = 0;
590 timeout = 300;
591 enter_x = 0; 441 enter_x = 0;
592 enter_y = 0; 442 enter_y = 0;
443}
444
445maptile::maptile ()
446{
447 init ();
448}
449
450maptile::maptile (int w, int h)
451{
452 init ();
453
454 width = w;
455 height = h;
593 456
594 alloc (); 457 alloc ();
595} 458}
596 459
597/* 460/*
605 if (spaces) 468 if (spaces)
606 return; 469 return;
607 470
608 spaces = salloc0<mapspace> (size ()); 471 spaces = salloc0<mapspace> (size ());
609} 472}
473
474//+GPL
610 475
611/* Takes a string from a map definition and outputs a pointer to the array of shopitems 476/* Takes a string from a map definition and outputs a pointer to the array of shopitems
612 * corresponding to that string. Memory is allocated for this, it must be freed 477 * corresponding to that string. Memory is allocated for this, it must be freed
613 * at a later date. 478 * at a later date.
614 * Called by parse_map_headers below. 479 * Called by parse_map_headers below.
691 return items; 556 return items;
692} 557}
693 558
694/* opposite of parse string, this puts the string that was originally fed in to 559/* opposite of parse string, this puts the string that was originally fed in to
695 * the map (or something equivilent) into output_string. */ 560 * the map (or something equivilent) into output_string. */
696static void 561static const char *
697print_shop_string (maptile *m, char *output_string) 562print_shop_string (maptile *m)
698{ 563{
699 int i; 564 static dynbuf_text buf; buf.clear ();
700 char tmp[MAX_BUF];
701 565
702 strcpy (output_string, "");
703 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
704 { 567 {
705 if (m->shopitems[i].typenum) 568 if (m->shopitems[i].typenum)
706 { 569 {
707 if (m->shopitems[i].strength) 570 if (m->shopitems[i].strength)
708 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 571 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
709 else 572 else
710 sprintf (tmp, "%s;", m->shopitems[i].name); 573 buf.printf ("%s;", m->shopitems[i].name);
711 } 574 }
712 else 575 else
713 { 576 {
714 if (m->shopitems[i].strength) 577 if (m->shopitems[i].strength)
715 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 578 buf.printf ("*:%d;", m->shopitems[i].strength);
716 else 579 else
717 sprintf (tmp, "*"); 580 buf.printf ("*");
718 } 581 }
719
720 strcat (output_string, tmp);
721 } 582 }
583
584 return buf;
722} 585}
586
587//-GPL
723 588
724/* This loads the header information of the map. The header 589/* This loads the header information of the map. The header
725 * contains things like difficulty, size, timeout, etc. 590 * contains things like difficulty, size, timeout, etc.
726 * this used to be stored in the map object, but with the 591 * this used to be stored in the map object, but with the
727 * addition of tiling, fields beyond that easily named in an 592 * addition of tiling, fields beyond that easily named in an
735bool 600bool
736maptile::_load_header (object_thawer &thawer) 601maptile::_load_header (object_thawer &thawer)
737{ 602{
738 for (;;) 603 for (;;)
739 { 604 {
740 keyword kw = thawer.get_kv ();
741
742 switch (kw) 605 switch (thawer.kw)
743 { 606 {
744 case KW_msg: 607 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 608 thawer.get_ml (KW_endmsg, msg);
746 break; 609 break;
747 610
770 case KW_shopgreed: thawer.get (shopgreed); break; 633 case KW_shopgreed: thawer.get (shopgreed); break;
771 case KW_shopmin: thawer.get (shopmin); break; 634 case KW_shopmin: thawer.get (shopmin); break;
772 case KW_shopmax: thawer.get (shopmax); break; 635 case KW_shopmax: thawer.get (shopmax); break;
773 case KW_shoprace: thawer.get (shoprace); break; 636 case KW_shoprace: thawer.get (shoprace); break;
774 case KW_outdoor: thawer.get (outdoor); break; 637 case KW_outdoor: thawer.get (outdoor); break;
775 case KW_temp: thawer.get (temp); break;
776 case KW_pressure: thawer.get (pressure); break;
777 case KW_humid: thawer.get (humid); break;
778 case KW_windspeed: thawer.get (windspeed); break;
779 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break;
781 638
782 case KW_per_player: thawer.get (per_player); break; 639 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break; 640 case KW_per_party: thawer.get (per_party); break;
641 case KW_no_reset: thawer.get (no_reset); break;
642 case KW_no_drop: thawer.get (no_drop); break;
784 643
785 case KW_region: default_region = region::find (thawer.get_str ()); break; 644 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 645 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787 646
788 // old names new names 647 // old names new names
799 case KW_tile_path_1: thawer.get (tile_path [0]); break; 658 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break; 659 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break; 660 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 case KW_tile_path_4: thawer.get (tile_path [3]); break; 661 case KW_tile_path_4: thawer.get (tile_path [3]); break;
803 662
663 case KW_ERROR:
664 set_key_text (thawer.kw_str, thawer.value);
665 break;
666
804 case KW_end: 667 case KW_end:
668 thawer.next ();
805 return true; 669 return true;
806 670
807 default: 671 default:
808 if (!thawer.parse_error (kw, "map", 0)) 672 if (!thawer.parse_error ("map"))
809 return false; 673 return false;
810 break; 674 break;
811 } 675 }
676
677 thawer.next ();
812 } 678 }
813 679
814 abort (); 680 abort ();
815} 681}
816 682
817bool 683//+GPL
818maptile::_load_header (const char *path)
819{
820 object_thawer thawer (path);
821
822 if (!thawer)
823 return false;
824
825 return _load_header (thawer);
826}
827 684
828/****************************************************************************** 685/******************************************************************************
829 * This is the start of unique map handling code 686 * This is the start of unique map handling code
830 *****************************************************************************/ 687 *****************************************************************************/
831 688
838 int unique = 0; 695 int unique = 0;
839 for (object *op = spaces [i].bot; op; ) 696 for (object *op = spaces [i].bot; op; )
840 { 697 {
841 object *above = op->above; 698 object *above = op->above;
842 699
843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
844 unique = 1; 701 unique = 1;
845 702
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
847 {
848 op->destroy_inv (false);
849 op->destroy (); 704 op->destroy ();
850 }
851 705
852 op = above; 706 op = above;
853 } 707 }
854 } 708 }
855} 709}
856 710
711//-GPL
712
857bool 713bool
858maptile::_save_header (object_freezer &freezer) 714maptile::_save_header (object_freezer &freezer)
859{ 715{
860#define MAP_OUT(k) freezer.put (KW_ ## k, k) 716#define MAP_OUT(k) freezer.put (KW(k), k)
861#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 717#define MAP_OUT2(k,v) freezer.put (KW(k), v)
862 718
863 MAP_OUT2 (arch, "map"); 719 MAP_OUT2 (arch, CS(map));
864 720
865 if (name) MAP_OUT (name); 721 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time); 722 MAP_OUT (swap_time);
867 MAP_OUT (reset_time); 723 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout); 724 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime); 725 MAP_OUT (fixed_resettime);
726 MAP_OUT (no_reset);
727 MAP_OUT (no_drop);
870 MAP_OUT (difficulty); 728 MAP_OUT (difficulty);
871
872 if (default_region) MAP_OUT2 (region, default_region->name); 729 if (default_region) MAP_OUT2 (region, default_region->name);
873 730
874 if (shopitems) 731 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
875 {
876 char shop[MAX_BUF];
877 print_shop_string (this, shop);
878 MAP_OUT2 (shopitems, shop);
879 }
880
881 MAP_OUT (shopgreed); 732 MAP_OUT (shopgreed);
882 MAP_OUT (shopmin); 733 MAP_OUT (shopmin);
883 MAP_OUT (shopmax); 734 MAP_OUT (shopmax);
884 if (shoprace) MAP_OUT (shoprace); 735 if (shoprace) MAP_OUT (shoprace);
885 MAP_OUT (darkness); 736
886 MAP_OUT (width); 737 MAP_OUT (width);
887 MAP_OUT (height); 738 MAP_OUT (height);
888 MAP_OUT (enter_x); 739 MAP_OUT (enter_x);
889 MAP_OUT (enter_y); 740 MAP_OUT (enter_y);
890 741 MAP_OUT (darkness);
891 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
892 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
893
894 MAP_OUT (outdoor); 742 MAP_OUT (outdoor);
895 MAP_OUT (temp); 743
896 MAP_OUT (pressure); 744 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
897 MAP_OUT (humid); 745 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
898 MAP_OUT (windspeed);
899 MAP_OUT (winddir);
900 MAP_OUT (sky);
901 746
902 MAP_OUT (per_player); 747 MAP_OUT (per_player);
903 MAP_OUT (per_party); 748 MAP_OUT (per_party);
904 749
905 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 750 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
906 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 751 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
907 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 752 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
908 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
909 754
910 freezer.put (this); 755 freezer.put (this);
911 freezer.put (KW_end); 756 freezer.put (KW(end));
912 757
913 return true; 758 return true;
914} 759}
915 760
916bool 761bool
922 return false; 767 return false;
923 768
924 return freezer.save (path); 769 return freezer.save (path);
925} 770}
926 771
772//+GPL
773
927/* 774/*
928 * Remove and free all objects in the given map. 775 * Remove and free all objects in the given map.
929 */ 776 */
930void 777void
931maptile::clear () 778maptile::clear ()
932{ 779{
933 sfree (regions, size ()), regions = 0;
934 free (regionmap), regionmap = 0;
935
936 if (spaces) 780 if (spaces)
937 { 781 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 782 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 783 while (object *op = ms->bot)
940 { 784 {
785 // manually remove, as to not trigger anything
786 if (ms->bot = op->above)
787 ms->bot->below = 0;
788
789 op->flag [FLAG_REMOVED] = true;
790
791 object *head = op->head_ ();
941 if (op->head) 792 if (op == head)
942 op = op->head;
943
944 op->destroy_inv (false);
945 op->destroy (); 793 op->destroy ();
794 else if (head->map != op->map)
795 {
796 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 head->destroy ();
798 }
946 } 799 }
947 800
948 sfree (spaces, size ()), spaces = 0; 801 sfree0 (spaces, size ());
949 } 802 }
950 803
951 if (buttons) 804 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 805 free_objectlinkpt (buttons), buttons = 0;
806
807 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0;
953} 809}
954 810
955void 811void
956maptile::clear_header () 812maptile::clear_header ()
957{ 813{
989 attachable::do_destroy (); 845 attachable::do_destroy ();
990 846
991 clear (); 847 clear ();
992} 848}
993 849
994/* 850/* decay and destroy perishable items in a map */
995 * Updates every button on the map (by calling update_button() for them). 851// TODO: should be done regularly, not on map load?
996 */
997void 852void
998maptile::update_buttons () 853maptile::do_decay_objects ()
999{ 854{
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next) 855 if (!spaces)
1001 for (objectlink *ol = obp->link; ol; ol = ol->next) 856 return;
857
858 for (mapspace *ms = spaces + size (); ms-- > spaces; )
859 for (object *above, *op = ms->bot; op; op = above)
1002 { 860 {
1003 if (!ol->ob) 861 above = op->above;
862
863 // do not decay anything above unique floor tiles (yet :)
864 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 break;
866
867 bool destroy = 0;
868
869 if (op->flag [FLAG_IS_FLOOR]
870 || op->flag [FLAG_OBJ_ORIGINAL]
871 || op->flag [FLAG_UNIQUE]
872 || op->flag [FLAG_OVERLAY_FLOOR]
873 || op->flag [FLAG_UNPAID]
874 || op->is_alive ())
875 ; // do not decay
876 else if (op->is_weapon ())
1004 { 877 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 878 op->stats.dam--;
1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 879 if (op->stats.dam < 0)
1007 continue; 880 destroy = 1;
1008 } 881 }
1009 882 else if (op->is_armor ())
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 { 883 {
1012 update_button (ol->ob); 884 op->stats.ac--;
1013 break; 885 if (op->stats.ac < 0)
886 destroy = 1;
1014 } 887 }
888 else if (op->type == FOOD)
889 {
890 op->stats.food -= rndm (5, 20);
891 if (op->stats.food < 0)
892 destroy = 1;
893 }
894 else
895 {
896 int mat = op->materials;
897
898 if (mat & M_PAPER
899 || mat & M_LEATHER
900 || mat & M_WOOD
901 || mat & M_ORGANIC
902 || mat & M_CLOTH
903 || mat & M_LIQUID
904 || (mat & M_IRON && rndm (1, 5) == 1)
905 || (mat & M_GLASS && rndm (1, 2) == 1)
906 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
907 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
908 //|| (mat & M_ICE && temp > 32)
909 )
910 destroy = 1;
911 }
912
913 /* adjust overall chance below */
914 if (destroy && rndm (0, 1))
915 op->destroy ();
1015 } 916 }
1016} 917}
1017 918
1018/* 919/*
1019 * This routine is supposed to find out the difficulty of the map. 920 * This routine is supposed to find out the difficulty of the map.
1020 * difficulty does not have a lot to do with character level, 921 * difficulty does not have a lot to do with character level,
1021 * but does have a lot to do with treasure on the map. 922 * but does have a lot to do with treasure on the map.
1022 * 923 *
1023 * Difficulty can now be set by the map creature. If the value stored 924 * Difficulty can now be set by the map creator. If the value stored
1024 * in the map is zero, then use this routine. Maps should really 925 * in the map is zero, then use this routine. Maps should really
1025 * have a difficulty set than using this function - human calculation 926 * have a difficulty set rather than using this function - human calculation
1026 * is much better than this functions guesswork. 927 * is much better than this function's guesswork.
1027 */ 928 */
1028int 929int
1029maptile::estimate_difficulty () const 930maptile::estimate_difficulty () const
1030{ 931{
1031 long monster_cnt = 0; 932 long monster_cnt = 0;
1033 sint64 total_exp = 0; 934 sint64 total_exp = 0;
1034 935
1035 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1036 for (object *op = ms->bot; op; op = op->above) 937 for (object *op = ms->bot; op; op = op->above)
1037 { 938 {
1038 if (QUERY_FLAG (op, FLAG_MONSTER)) 939 if (op->flag [FLAG_MONSTER])
1039 { 940 {
1040 total_exp += op->stats.exp; 941 total_exp += op->stats.exp;
1041 monster_cnt++; 942 monster_cnt++;
1042 } 943 }
1043 944
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 945 if (op->flag [FLAG_GENERATOR])
1045 { 946 {
1046 total_exp += op->stats.exp; 947 total_exp += op->stats.exp;
1047 948
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 949 if (archetype *at = op->other_arch)
950 {
1049 total_exp += at->clone.stats.exp * 8; 951 total_exp += at->stats.exp * 8;
1050
1051 monster_cnt++; 952 monster_cnt++;
953 }
954
955 for (object *inv = op->inv; inv; inv = inv->below)
956 {
957 total_exp += op->stats.exp * 8;
958 monster_cnt++;
959 }
1052 } 960 }
1053 } 961 }
1054 962
1055 avgexp = (double) total_exp / monster_cnt; 963 avgexp = (double) total_exp / monster_cnt;
1056 964
1069 * postive values make it darker, negative make it brighter 977 * postive values make it darker, negative make it brighter
1070 */ 978 */
1071int 979int
1072maptile::change_map_light (int change) 980maptile::change_map_light (int change)
1073{ 981{
1074 int new_level = darkness + change;
1075
1076 /* Nothing to do */ 982 /* Nothing to do */
1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 983 if (!change)
1078 return 0; 984 return 0;
1079 985
1080 /* inform all players on the map */ 986 /* inform all players on the map */
1081 if (change > 0) 987 if (change > 0)
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 988 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 else 989 else
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 990 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085 991
1086 /* Do extra checking. since darkness is a unsigned value, 992 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1087 * we need to be extra careful about negative values.
1088 * In general, the checks below are only needed if change
1089 * is not +/-1
1090 */
1091 if (new_level < 0)
1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1096 darkness = new_level;
1097 993
1098 /* All clients need to get re-updated for the change */ 994 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 995 update_all_map_los (this);
996
1100 return 1; 997 return 1;
1101} 998}
1102 999
1103/* 1000/*
1104 * This function updates various attributes about a specific space 1001 * This function updates various attributes about a specific space
1107 * through, etc) 1004 * through, etc)
1108 */ 1005 */
1109void 1006void
1110mapspace::update_ () 1007mapspace::update_ ()
1111{ 1008{
1112 object *tmp, *last = 0; 1009 object *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1010 uint8 flags = P_UPTODATE;
1114 facetile *top, *floor, *middle; 1011 sint8 light = 0;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1012 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1013 uint64_t volume = 0;
1014 uint32_t items = 0;
1015 object *anywhere = 0;
1016 uint8_t middle_visibility = 0;
1117 1017
1118 middle = blank_face; 1018 //object *middle = 0;
1119 top = blank_face; 1019 //object *top = 0;
1120 floor = blank_face; 1020 //object *floor = 0;
1021 // this seems to generate better code than using locals, above
1022 object *&top = faces_obj[0] = 0;
1023 object *&middle = faces_obj[1] = 0;
1024 object *&floor = faces_obj[2] = 0;
1121 1025
1122 middle_obj = 0; 1026 object::flags_t allflags; // all flags of all objects or'ed together
1123 top_obj = 0;
1124 floor_obj = 0;
1125 1027
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1028 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1029 {
1128 /* This could be made additive I guess (two lights better than 1030 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1129 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed.
1132 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius; 1031 light += tmp->glow_radius;
1135 1032
1136 /* This call is needed in order to update objects the player 1033 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1034 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1035 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1036 * 3 times each time the player moves, because many of the
1140 * functions the move_player calls eventualy call this. 1037 * functions the move_player calls eventualy call this.
1141 * 1038 *
1142 * Always put the player down for drawing. 1039 * Always put the player down for drawing.
1143 */ 1040 */
1144 if (!tmp->invisible) 1041 if (expect_true (!tmp->invisible))
1145 { 1042 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1043 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1044 top = tmp;
1150 } 1045 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1046 {
1153 /* If we got a floor, that means middle and top were below it, 1047 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1048 * so should not be visible, so we clear them.
1155 */ 1049 */
1156 middle = blank_face; 1050 middle = 0;
1157 top = blank_face; 1051 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1052 floor = tmp;
1053 volume = 0;
1054 items = 0;
1160 } 1055 }
1161 /* Flag anywhere have high priority */ 1056 else
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1057 {
1164 middle = tmp->face; 1058 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1059 {
1060 ++items;
1061 volume += tmp->volume ();
1062 }
1165 1063
1166 middle_obj = tmp; 1064 /* Flag anywhere have high priority */
1065 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1167 anywhere = 1; 1066 anywhere = tmp;
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1073 {
1074 middle_visibility = ::faces [tmp->face].visibility;
1075 middle = tmp;
1076 }
1168 } 1077 }
1169 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the
1171 * top
1172 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp;
1177 }
1178 }
1179
1180 if (tmp == tmp->above)
1181 {
1182 LOG (llevError, "Error in structure of map\n");
1183 exit (-1);
1184 } 1078 }
1185 1079
1186 move_slow |= tmp->move_slow; 1080 move_slow |= tmp->move_slow;
1187 move_block |= tmp->move_block; 1081 move_block |= tmp->move_block;
1188 move_on |= tmp->move_on; 1082 move_on |= tmp->move_on;
1189 move_off |= tmp->move_off; 1083 move_off |= tmp->move_off;
1190 move_allow |= tmp->move_allow; 1084 move_allow |= tmp->move_allow;
1191 1085
1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1086 allflags |= tmp->flag;
1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1087
1194 if (tmp->type == PLAYER) flags |= P_PLAYER; 1088 if (tmp->type == PLAYER) flags |= P_PLAYER;
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1089 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 } 1090 }
1199 1091
1200 this->light = light; 1092 // FLAG_SEE_ANYWHERE takes precedence
1093 if (anywhere)
1094 middle = anywhere;
1095
1096 // ORing all flags together and checking them here is much faster
1097 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1098 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1099 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1100 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101
1102 this->light = min (light, MAX_LIGHT_RADIUS);
1201 this->flags_ = flags; 1103 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on; 1105 this->move_on = move_on;
1204 this->move_off = move_off; 1106 this->move_off = move_off;
1205 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1108 this->volume_ = (volume + 1023) / 1024;
1109 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1206 1110
1207 /* At this point, we have a floor face (if there is a floor), 1111 /* At this point, we have a floor face (if there is a floor),
1208 * and the floor is set - we are not going to touch it at 1112 * and the floor is set - we are not going to touch it at
1209 * this point. 1113 * this point.
1210 * middle contains the highest visibility face. 1114 * middle contains the highest visibility face.
1217 * middle face. This should not happen, as we already have the 1121 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1122 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1123 * may be possible for the faces to match but be different objects.
1220 */ 1124 */
1221 if (top == middle) 1125 if (top == middle)
1222 middle = blank_face; 1126 middle = 0;
1223 1127
1224 /* There are three posibilities at this point: 1128 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1228 */ 1132 */
1229 1133
1230 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1135 {
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (tmp->flag [FLAG_IS_FLOOR])
1234 break; 1138 break;
1235 1139
1236 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1141 if (top && middle)
1238 break; 1142 break;
1239 1143
1240 /* Only show visible faces */ 1144 /* Only show visible faces */
1241 if (!tmp->invisible) 1145 if (!tmp->invisible)
1242 { 1146 {
1243 /* Fill in top if needed */ 1147 /* Fill in top if needed */
1244 if (top == blank_face) 1148 if (!top)
1245 { 1149 {
1246 top = tmp->face;
1247 top_obj = tmp; 1150 top = tmp;
1248 if (top == middle) 1151 if (top == middle)
1249 middle = blank_face; 1152 middle = 0;
1250 } 1153 }
1251 else 1154 else
1252 { 1155 {
1253 /* top is already set - we should only get here if 1156 /* top is already set - we should only get here if
1254 * middle is not set 1157 * middle is not set
1255 * 1158 *
1256 * Set the middle face and break out, since there is nothing 1159 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1160 * more to fill in. We don't check visiblity here, since
1258 * 1161 *
1259 */ 1162 */
1260 if (tmp->face != top) 1163 if (tmp != top)
1261 { 1164 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1165 middle = tmp;
1264 break; 1166 break;
1265 } 1167 }
1266 } 1168 }
1267 } 1169 }
1268 } 1170 }
1269 1171
1270 if (middle == floor) 1172 if (middle == floor)
1271 middle = blank_face; 1173 middle = 0;
1272 1174
1273 if (top == middle) 1175 if (top == middle)
1274 middle = blank_face; 1176 middle = 0;
1275 1177
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1178#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1179 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182#endif
1279} 1183}
1280 1184
1281uint64 1185maptile *
1282mapspace::volume () const 1186maptile::tile_available (int dir, bool load)
1283{ 1187{
1284 uint64 vol = 0; 1188 if (tile_path[dir])
1285
1286 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1287 vol += op->volume ();
1288
1289 return vol;
1290}
1291
1292/* this updates the orig_map->tile_map[tile_num] value after finding
1293 * the map. It also takes care of linking back the freshly found
1294 * maps tile_map values if it tiles back to this one. It returns
1295 * the value of orig_map->tile_map[tile_num].
1296 */
1297static inline maptile *
1298find_and_link (maptile *orig_map, int tile_num)
1299{
1300 maptile *mp = orig_map->tile_map [tile_num];
1301
1302 if (!mp)
1303 {
1304 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1305
1306 if (!mp)
1307 {
1308 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1309 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1310 &orig_map->tile_path[tile_num], &orig_map->path);
1311 mp = new maptile (1, 1);
1312 mp->alloc ();
1313 mp->in_memory = MAP_IN_MEMORY;
1314 }
1315 } 1189 {
1190 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1191 return tile_map[dir];
1316 1192
1317 int dest_tile = (tile_num + 2) % 4; 1193 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1194 return tile_map[dir];
1195 }
1318 1196
1319 orig_map->tile_map [tile_num] = mp;
1320
1321 // optimisation: back-link map to origin map if euclidean
1322 //TODO: non-euclidean maps MUST GO
1323 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1324 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1325
1326 return mp; 1197 return 0;
1327}
1328
1329static inline void
1330load_and_link (maptile *orig_map, int tile_num)
1331{
1332 find_and_link (orig_map, tile_num)->load_sync ();
1333} 1198}
1334 1199
1335/* this returns TRUE if the coordinates (x,y) are out of 1200/* this returns TRUE if the coordinates (x,y) are out of
1336 * map m. This function also takes into account any 1201 * map m. This function also takes into account any
1337 * tiling considerations, loading adjacant maps as needed. 1202 * tiling considerations, loading adjacant maps as needed.
1350 if (!m) 1215 if (!m)
1351 return 0; 1216 return 0;
1352 1217
1353 if (x < 0) 1218 if (x < 0)
1354 { 1219 {
1355 if (!m->tile_path[3]) 1220 if (!m->tile_available (3))
1356 return 1; 1221 return 1;
1357 1222
1358 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 3);
1360
1361 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1223 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1362 } 1224 }
1363 1225
1364 if (x >= m->width) 1226 if (x >= m->width)
1365 { 1227 {
1366 if (!m->tile_path[1]) 1228 if (!m->tile_available (1))
1367 return 1; 1229 return 1;
1368 1230
1369 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 1);
1371
1372 return out_of_map (m->tile_map[1], x - m->width, y); 1231 return out_of_map (m->tile_map[1], x - m->width, y);
1373 } 1232 }
1374 1233
1375 if (y < 0) 1234 if (y < 0)
1376 { 1235 {
1377 if (!m->tile_path[0]) 1236 if (!m->tile_available (0))
1378 return 1; 1237 return 1;
1379 1238
1380 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 0);
1382
1383 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1239 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1384 } 1240 }
1385 1241
1386 if (y >= m->height) 1242 if (y >= m->height)
1387 { 1243 {
1388 if (!m->tile_path[2]) 1244 if (!m->tile_available (2))
1389 return 1; 1245 return 1;
1390
1391 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1392 find_and_link (m, 2);
1393 1246
1394 return out_of_map (m->tile_map[2], x, y - m->height); 1247 return out_of_map (m->tile_map[2], x, y - m->height);
1395 } 1248 }
1396 1249
1397 /* Simple case - coordinates are within this local 1250 /* Simple case - coordinates are within this local
1411maptile * 1264maptile *
1412maptile::xy_find (sint16 &x, sint16 &y) 1265maptile::xy_find (sint16 &x, sint16 &y)
1413{ 1266{
1414 if (x < 0) 1267 if (x < 0)
1415 { 1268 {
1416 if (!tile_path[3]) 1269 if (!tile_available (3))
1417 return 0; 1270 return 0;
1418 1271
1419 find_and_link (this, 3);
1420 x += tile_map[3]->width; 1272 x += tile_map[3]->width;
1421 return tile_map[3]->xy_find (x, y); 1273 return tile_map[3]->xy_find (x, y);
1422 } 1274 }
1423 1275
1424 if (x >= width) 1276 if (x >= width)
1425 { 1277 {
1426 if (!tile_path[1]) 1278 if (!tile_available (1))
1427 return 0; 1279 return 0;
1428 1280
1429 find_and_link (this, 1);
1430 x -= width; 1281 x -= width;
1431 return tile_map[1]->xy_find (x, y); 1282 return tile_map[1]->xy_find (x, y);
1432 } 1283 }
1433 1284
1434 if (y < 0) 1285 if (y < 0)
1435 { 1286 {
1436 if (!tile_path[0]) 1287 if (!tile_available (0))
1437 return 0; 1288 return 0;
1438 1289
1439 find_and_link (this, 0);
1440 y += tile_map[0]->height; 1290 y += tile_map[0]->height;
1441 return tile_map[0]->xy_find (x, y); 1291 return tile_map[0]->xy_find (x, y);
1442 } 1292 }
1443 1293
1444 if (y >= height) 1294 if (y >= height)
1445 { 1295 {
1446 if (!tile_path[2]) 1296 if (!tile_available (2))
1447 return 0; 1297 return 0;
1448 1298
1449 find_and_link (this, 2);
1450 y -= height; 1299 y -= height;
1451 return tile_map[2]->xy_find (x, y); 1300 return tile_map[2]->xy_find (x, y);
1452 } 1301 }
1453 1302
1454 /* Simple case - coordinates are within this local 1303 /* Simple case - coordinates are within this local
1465adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1314adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1466{ 1315{
1467 if (!map1 || !map2) 1316 if (!map1 || !map2)
1468 return 0; 1317 return 0;
1469 1318
1470 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1319 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1471 //fix: compare paths instead (this is likely faster, too!) 1320 //fix: compare paths instead (this is likely faster, too!)
1472 if (map1 == map2) 1321 if (map1 == map2)
1473 { 1322 {
1474 *dx = 0; 1323 *dx = 0;
1475 *dy = 0; 1324 *dy = 0;
1576 * 1425 *
1577 * currently, the only flag supported (0x1) is don't translate for 1426 * currently, the only flag supported (0x1) is don't translate for
1578 * closest body part of 'op1' 1427 * closest body part of 'op1'
1579 */ 1428 */
1580void 1429void
1581get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1582{ 1431{
1583 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1584 { 1433 {
1585 /* be conservative and fill in _some_ data */ 1434 /* be conservative and fill in _some_ data */
1586 retval->distance = 100000; 1435 retval->distance = 10000;
1587 retval->distance_x = 32767; 1436 retval->distance_x = 10000;
1588 retval->distance_y = 32767; 1437 retval->distance_y = 10000;
1589 retval->direction = 0; 1438 retval->direction = 0;
1590 retval->part = 0; 1439 retval->part = 0;
1591 } 1440 }
1592 else 1441 else
1593 { 1442 {
1594 object *best;
1595
1596 retval->distance_x += op2->x - op1->x; 1443 retval->distance_x += op2->x - op1->x;
1597 retval->distance_y += op2->y - op1->y; 1444 retval->distance_y += op2->y - op1->y;
1598 1445
1599 best = op1; 1446 object *best = op1;
1447
1600 /* If this is multipart, find the closest part now */ 1448 /* If this is multipart, find the closest part now */
1601 if (!(flags & 0x1) && op1->more) 1449 if (!(flags & 1) && op1->more)
1602 { 1450 {
1603 object *tmp;
1604 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1605 1452
1606 /* we just take the offset of the piece to head to figure 1453 /* we just take the offset of the piece to head to figure
1607 * distance instead of doing all that work above again 1454 * distance instead of doing all that work above again
1608 * since the distance fields we set above are positive in the 1455 * since the distance fields we set above are positive in the
1609 * same axis as is used for multipart objects, the simply arithmetic 1456 * same axis as is used for multipart objects, the simply arithmetic
1610 * below works. 1457 * below works.
1611 */ 1458 */
1612 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1459 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1613 { 1460 {
1614 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1461 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1615 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1462 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1616 if (tmpi < best_distance) 1463 if (tmpi < best_distance)
1617 { 1464 {
1626 retval->distance_y += op1->y - best->y; 1473 retval->distance_y += op1->y - best->y;
1627 } 1474 }
1628 } 1475 }
1629 1476
1630 retval->part = best; 1477 retval->part = best;
1631 retval->distance = idistance (retval->distance_x, retval->distance_y); 1478 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1632 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1479 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1633 } 1480 }
1634} 1481}
1635 1482
1636/* this is basically the same as get_rangevector above, but instead of 1483/* this is basically the same as get_rangevector above, but instead of
1658 else 1505 else
1659 { 1506 {
1660 retval->distance_x += op2->x - x; 1507 retval->distance_x += op2->x - x;
1661 retval->distance_y += op2->y - y; 1508 retval->distance_y += op2->y - y;
1662 1509
1663 retval->part = NULL; 1510 retval->part = 0;
1664 retval->distance = idistance (retval->distance_x, retval->distance_y); 1511 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1665 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1512 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1666 } 1513 }
1667} 1514}
1668 1515
1669/* Returns true of op1 and op2 are effectively on the same map 1516/* Returns true of op1 and op2 are effectively on the same map
1680 int dx, dy; 1527 int dx, dy;
1681 1528
1682 return adjacent_map (op1->map, op2->map, &dx, &dy); 1529 return adjacent_map (op1->map, op2->map, &dx, &dy);
1683} 1530}
1684 1531
1532//-GPL
1533
1685object * 1534object *
1686maptile::insert (object *op, int x, int y, object *originator, int flags) 1535maptile::insert (object *op, int x, int y, object *originator, int flags)
1687{ 1536{
1688 if (!op->flag [FLAG_REMOVED])
1689 op->remove ();
1690
1691 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1537 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1692} 1538}
1693 1539
1694region * 1540region *
1695maptile::region (int x, int y) const 1541maptile::region (int x, int y) const
1704 return default_region; 1550 return default_region;
1705 1551
1706 return ::region::default_region (); 1552 return ::region::default_region ();
1707} 1553}
1708 1554
1555//+GPL
1709 1556
1557/* picks a random object from a style map.
1558 */
1559object *
1560maptile::pick_random_object (rand_gen &gen) const
1561{
1562 /* while returning a null object will result in a crash, that
1563 * is actually preferable to an infinite loop. That is because
1564 * most servers will automatically restart in case of crash.
1565 * Change the logic on getting the random space - shouldn't make
1566 * any difference, but this seems clearer to me.
1567 */
1568 for (int i = 1000; --i;)
1569 {
1570 object *pick = at (gen (width), gen (height)).bot;
1571
1572 // must be head: do not prefer big monsters just because they are big.
1573 if (pick && pick->is_head ())
1574 return pick;
1575 }
1576
1577 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find (shstr_bug);
1579}
1580
1581//-GPL
1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1619
1620static void
1621split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1622{
1623 // clip to map to the left
1624 if (x0 < 0)
1625 {
1626 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1627 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1628
1629 if (x1 < 0) // entirely to the left
1630 return;
1631
1632 x0 = 0;
1633 }
1634
1635 // clip to map to the right
1636 if (x1 > m->width)
1637 {
1638 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1639 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1640
1641 if (x0 > m->width) // entirely to the right
1642 return;
1643
1644 x1 = m->width;
1645 }
1646
1647 // clip to map above
1648 if (y0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_UP, 1))
1651 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1652
1653 if (y1 < 0) // entirely above
1654 return;
1655
1656 y0 = 0;
1657 }
1658
1659 // clip to map below
1660 if (y1 > m->height)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1663 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1664
1665 if (y0 > m->height) // entirely below
1666 return;
1667
1668 y1 = m->height;
1669 }
1670
1671 // if we get here, the rect is within the current map
1672 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1673
1674 r->m = m;
1675 r->x0 = x0;
1676 r->y0 = y0;
1677 r->x1 = x1;
1678 r->y1 = y1;
1679 r->dx = dx;
1680 r->dy = dy;
1681}
1682
1683maprect *
1684maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1685{
1686 buf.clear ();
1687
1688 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1689
1690 // add end marker
1691 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692 r->m = 0;
1693
1694 return (maprect *)buf.linearise ();
1695}
1696

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines