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Comparing deliantra/server/common/map.C (file contents):
Revision 1.124 by root, Tue Sep 4 05:43:20 2007 UTC vs.
Revision 1.222 by root, Sat Dec 1 20:22:12 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <unistd.h> 26#include <unistd.h>
25 27
26#include "global.h" 28#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
59} 61}
60 62
61/* 63/*
62 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
63 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
64 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
65 * can move 1 space to the left, we don't want its own area 67 * can move 1 space to the left, we don't want its own area
66 * to block it from moving there. 68 * to block it from moving there.
67 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
68 * monster. 70 * monster.
71 * by the caller. 73 * by the caller.
72 */ 74 */
73int 75int
74blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 77{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 79 * have already checked this.
81 */ 80 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 82 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 84 return 1;
86 } 85 }
87 86
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 88
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
94 91
95 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 94 * things we need to do for players.
98 */ 95 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
100 return 0; 97 return 0;
101 98
102 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
118 */ 115 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
120 { 117 {
121 118 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 119 {
125 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
127 * pass through this space. 122 return 1;
128 */ 123 else
129 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
130 { 127 {
131 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
132 return 1; 132 return 1;
133 else 133 }
134 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
135 } 143 }
136 else 144 else
137 { 145 return 1; // unconditional block
138 /* In this case, the player must not have the object - 146
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 147 } else {
148 { 148 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 150 // blocks anything
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 151
158 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR 153 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 155 return 1;
164 } 156 }
165
166 } 157 }
158
167 return 0; 159 return 0;
168} 160}
169 161
170/* 162/*
171 * Returns true if the given object can't fit in the given spot. 163 * Returns the blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
176 * 168 *
177 * 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.
178 * 170 *
179 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
191 * 183 *
192 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
193 * 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
194 * against the move_block values. 186 * against the move_block values.
195 */ 187 */
196int 188bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
198{ 190{
199 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
213 194
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 195 if (!pos.normalise ())
215 { 196 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 197
218 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 199
220 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 201 return 1;
222 202
223 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
224 204 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * 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.
228 */ 206 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 208 continue;
232 209
233 /* 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
234 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
235 */ 212 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
237 return P_NO_PASS; 214 return 1;
238 } 215 }
239 216
240 return 0; 217 return 0;
241} 218}
242 219
243/* When the map is loaded, load_object does not actually insert objects 220//-GPL
244 * into inventory, but just links them. What this does is go through
245 * and insert them properly.
246 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight.
248 */
249void
250fix_container (object *container)
251{
252 object *tmp = container->inv, *next;
253
254 container->inv = 0;
255 while (tmp)
256 {
257 next = tmp->below;
258 if (tmp->inv)
259 fix_container (tmp);
260
261 insert_ob_in_ob (tmp, container);
262 tmp = next;
263 }
264
265 /* sum_weight will go through and calculate what all the containers are
266 * carrying.
267 */
268 sum_weight (container);
269}
270 221
271void 222void
272maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
273{ 224{
274 if (!spaces) 225 if (!spaces)
276 227
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
280} 231}
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
281 260
282/* 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
283 * 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
284 * 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
285 * they are saved). 264 * they are saved).
313 op = op->above; 292 op = op->above;
314 } 293 }
315 } 294 }
316} 295}
317 296
297//-GPL
298
318/* 299/*
319 * 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
320 * file pointer. 301 * file pointer.
321 */ 302 */
322bool 303bool
323maptile::_load_objects (object_thawer &f) 304maptile::_load_objects (object_thawer &f)
324{ 305{
325 for (;;) 306 for (;;)
326 { 307 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 308 coroapi::cede_to_tick (); // cede once in a while
328 309
329 switch (f.kw) 310 switch (f.kw)
330 { 311 {
331 case KW_arch: 312 case KW_arch:
332 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
333 { 314 {
315 // TODO: why?
334 if (op->inv) 316 if (op->inv)
317 {
318 op->carrying = 0;
335 sum_weight (op); 319 op->update_weight ();
320 }
336 321
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) it's correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 *(ms.top ? &ms.top->above : &ms.bot) = op;
336
337 ms.top = op;
338 ms.flags_ = 0;
339 }
340 else
341 {
342 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
343 op->destroy ();
344 }
338 } 345 }
339 346
340 continue; 347 continue;
341 348
342 case KW_EOF: 349 case KW_EOF:
355} 362}
356 363
357void 364void
358maptile::activate () 365maptile::activate ()
359{ 366{
360 if (spaces) 367 if (state != MAP_INACTIVE)
368 return;
369
361 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
364} 377}
365 378
366void 379void
367maptile::deactivate () 380maptile::deactivate ()
368{ 381{
369 if (spaces) 382 if (state != MAP_ACTIVE)
383 return;
384
370 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
373} 390}
374 391
375bool 392bool
376maptile::_save_objects (object_freezer &f, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
377{ 394{
418 return false; 435 return false;
419 436
420 return freezer.save (path); 437 return freezer.save (path);
421} 438}
422 439
423maptile::maptile () 440void
441maptile::init ()
424{ 442{
425 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
426 444
427 /* The maps used to pick up default x and y values from the 445 /* The maps used to pick up default x and y values from the
428 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
429 */ 447 */
430 width = 16; 448 width = 16;
431 height = 16; 449 height = 16;
432 timeout = 300; 450 timeout = 300;
433 max_nrof = 1000; // 1000 items of anything 451 max_items = MAX_ITEM_PER_ACTION;
434 max_volume = 2000000; // 2m³ 452 max_volume = 2000000; // 2m³
435}
436
437maptile::maptile (int w, int h)
438{
439 in_memory = MAP_SWAPPED;
440
441 width = w;
442 height = h;
443 reset_timeout = 0; 453 reset_timeout = 0;
444 timeout = 300;
445 enter_x = 0; 454 enter_x = 0;
446 enter_y = 0; 455 enter_y = 0;
456}
457
458maptile::maptile ()
459{
460 init ();
461}
462
463maptile::maptile (int w, int h)
464{
465 init ();
466
467 width = w;
468 height = h;
447 469
448 alloc (); 470 alloc ();
449} 471}
450 472
451/* 473/*
460 return; 482 return;
461 483
462 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
463} 485}
464 486
487//+GPL
488
465/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
466 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
467 * at a later date. 491 * at a later date.
468 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
469 */ 493 */
470static shopitems * 494static shopitems *
471parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
520 *q = '\0'; 544 *q = '\0';
521 545
522 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
523 if (current_type) 547 if (current_type)
524 { 548 {
525 items[i].name = current_type->name; 549 items[i].name = current_type->name;
526 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
527 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
528 } 552 }
529 else 553 else
530 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
531 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
532 */ 556 */
533 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
534 } 558 }
535 } 559 }
536 560
545 return items; 569 return items;
546} 570}
547 571
548/* opposite of parse string, this puts the string that was originally fed in to 572/* opposite of parse string, this puts the string that was originally fed in to
549 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
550static void 574static const char *
551print_shop_string (maptile *m, char *output_string) 575print_shop_string (maptile *m)
552{ 576{
553 int i; 577 static dynbuf_text buf; buf.clear ();
554 char tmp[MAX_BUF]; 578 bool first = true;
555 579
556 strcpy (output_string, "");
557 for (i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
558 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
559 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
560 { 588 {
561 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
563 else 591 else
564 sprintf (tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
565 } 593 }
566 else 594 else
567 { 595 {
568 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
569 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
570 else 598 else
571 sprintf (tmp, "*"); 599 buf.printf ("*");
572 } 600 }
573
574 strcat (output_string, tmp);
575 } 601 }
602
603 return buf;
576} 604}
605
606//-GPL
577 607
578/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
579 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
580 * this used to be stored in the map object, but with the 610 * this used to be stored in the map object, but with the
581 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
595 { 625 {
596 case KW_msg: 626 case KW_msg:
597 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
598 break; 628 break;
599 629
600 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
601 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
602 break; 632 break;
603 633
604 case KW_maplore: 634 case KW_maplore:
605 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
622 case KW_shopgreed: thawer.get (shopgreed); break; 652 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break; 653 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break; 654 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break; 655 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break; 656 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633 657
634 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 660 case KW_no_reset: thawer.get (no_reset); break;
661 case KW_no_drop: thawer.get (no_drop); break;
637 662
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 665
641 // old names new names 666 // old names new names
642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
647 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
648 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
649 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
650 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
651 676
652 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
653 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
654 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
655 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
656 683
657 case KW_ERROR: 684 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value); 685 set_key_text (thawer.kw_str, thawer.value);
659 break; 686 break;
660 687
661 case KW_end: 688 case KW_end:
662 thawer.next (); 689 thawer.next ();
663 return true; 690 return true;
664 691
665 default: 692 default:
666 if (!thawer.parse_error ("map", 0)) 693 if (!thawer.parse_error ("map"))
667 return false; 694 return false;
668 break; 695 break;
669 } 696 }
670 697
671 thawer.next (); 698 thawer.next ();
672 } 699 }
673 700
674 abort (); 701 abort ();
675} 702}
703
704//+GPL
676 705
677/****************************************************************************** 706/******************************************************************************
678 * This is the start of unique map handling code 707 * This is the start of unique map handling code
679 *****************************************************************************/ 708 *****************************************************************************/
680 709
687 int unique = 0; 716 int unique = 0;
688 for (object *op = spaces [i].bot; op; ) 717 for (object *op = spaces [i].bot; op; )
689 { 718 {
690 object *above = op->above; 719 object *above = op->above;
691 720
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
693 unique = 1; 722 unique = 1;
694 723
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 725 op->destroy ();
699 }
700 726
701 op = above; 727 op = above;
702 } 728 }
703 } 729 }
704} 730}
705 731
732//-GPL
733
706bool 734bool
707maptile::_save_header (object_freezer &freezer) 735maptile::_save_header (object_freezer &freezer)
708{ 736{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k) 737#define MAP_OUT(k) freezer.put (KW(k), k)
710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
711 739
712 MAP_OUT2 (arch, "map"); 740 MAP_OUT2 (arch, CS(map));
713 741
714 if (name) MAP_OUT (name); 742 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time); 743 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 744 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 745 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 746 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 747 MAP_OUT (no_reset);
748 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 749 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name); 750 if (default_region) MAP_OUT2 (region, default_region->name);
723 751
724 if (shopitems) 752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed); 753 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin); 754 MAP_OUT (shopmin);
733 MAP_OUT (shopmax); 755 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace); 756 if (shoprace) MAP_OUT (shoprace);
735 MAP_OUT (darkness); 757
736 MAP_OUT (width); 758 MAP_OUT (width);
737 MAP_OUT (height); 759 MAP_OUT (height);
738 MAP_OUT (enter_x); 760 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 761 MAP_OUT (enter_y);
740 762 MAP_OUT (darkness);
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor); 763 MAP_OUT (outdoor);
745 MAP_OUT (temp); 764
746 MAP_OUT (pressure); 765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 MAP_OUT (humid); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751 767
752 MAP_OUT (per_player); 768 MAP_OUT (per_player);
753 MAP_OUT (per_party); 769 MAP_OUT (per_party);
754 770
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
759 777
760 freezer.put (this); 778 freezer.put (this);
761 freezer.put (KW_end); 779 freezer.put (KW(end));
762 780
763 return true; 781 return true;
764} 782}
765 783
766bool 784bool
772 return false; 790 return false;
773 791
774 return freezer.save (path); 792 return freezer.save (path);
775} 793}
776 794
795//+GPL
796
777/* 797/*
778 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
779 */ 799 */
780void 800void
781maptile::clear () 801maptile::clear ()
782{ 802{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces) 803 if (spaces)
787 { 804 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot) 806 while (object *op = ms->bot)
790 { 807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
791 op = op->head_ (); 814 object *head = op->head_ ();
792 op->destroy_inv (false); 815 if (op == head)
793 op->destroy (); 816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
794 } 822 }
795 823
796 sfree (spaces, size ()), spaces = 0; 824 sfree0 (spaces, size ());
797 } 825 }
798 826
799 if (buttons) 827 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0; 828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
801} 832}
802 833
803void 834void
804maptile::clear_header () 835maptile::clear_header ()
805{ 836{
807 msg = 0; 838 msg = 0;
808 maplore = 0; 839 maplore = 0;
809 shoprace = 0; 840 shoprace = 0;
810 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
811 842
812 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
813 tile_path [i] = 0; 844 tile_path [i] = 0;
814} 845}
815 846
816maptile::~maptile () 847maptile::~maptile ()
817{ 848{
824 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
825 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
826 * tiling can be asymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
827 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
828 */ 859 */
829 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
830 if (tile_map[i] == m) 861 if (tile_map[i] == m)
831 tile_map[i] = 0; 862 tile_map[i] = 0;
832} 863}
833 864
834void 865void
838 869
839 clear (); 870 clear ();
840} 871}
841 872
842/* decay and destroy perishable items in a map */ 873/* decay and destroy perishable items in a map */
874// TODO: should be done regularly, not on map load?
843void 875void
844maptile::do_decay_objects () 876maptile::do_decay_objects ()
845{ 877{
846 if (!spaces) 878 if (!spaces)
847 return; 879 return;
849 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above) 882 for (object *above, *op = ms->bot; op; op = above)
851 { 883 {
852 above = op->above; 884 above = op->above;
853 885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
854 bool destroy = 0; 890 bool destroy = 0;
855 891
856 // do not decay anything above unique floor tiles (yet :) 892 if (op->flag [FLAG_IS_FLOOR]
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 893 || op->flag [FLAG_OBJ_ORIGINAL]
858 break; 894 || op->flag [FLAG_UNIQUE]
859 895 || op->flag [FLAG_OVERLAY_FLOOR]
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 896 || op->flag [FLAG_UNPAID]
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ()) 897 || op->is_alive ())
866 ; // do not decay 898 ; // do not decay
867 else if (op->is_weapon ()) 899 else if (op->is_weapon ())
868 { 900 {
869 op->stats.dam--; 901 op->stats.dam--;
894 || mat & M_LIQUID 926 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1) 927 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1) 928 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32)) 931 //|| (mat & M_ICE && temp > 32)
932 )
900 destroy = 1; 933 destroy = 1;
901 } 934 }
902 935
903 /* adjust overall chance below */ 936 /* adjust overall chance below */
904 if (destroy && rndm (0, 1)) 937 if (destroy && rndm (0, 1))
905 op->destroy (); 938 op->destroy ();
906 }
907}
908
909/*
910 * Updates every button on the map (by calling update_button() for them).
911 */
912void
913maptile::update_buttons ()
914{
915 for (oblinkpt *obp = buttons; obp; obp = obp->next)
916 for (objectlink *ol = obp->link; ol; ol = ol->next)
917 {
918 if (!ol->ob)
919 {
920 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
921 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922 continue;
923 }
924
925 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
926 {
927 update_button (ol->ob);
928 break;
929 }
930 } 939 }
931} 940}
932 941
933/* 942/*
934 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
935 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
936 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
937 * 946 *
938 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
939 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
940 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
941 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
942 */ 951 */
943int 952int
944maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
945{ 954{
946 long monster_cnt = 0; 955 long monster_cnt = 0;
948 sint64 total_exp = 0; 957 sint64 total_exp = 0;
949 958
950 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
951 for (object *op = ms->bot; op; op = op->above) 960 for (object *op = ms->bot; op; op = op->above)
952 { 961 {
953 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
954 { 963 {
955 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
956 monster_cnt++; 965 monster_cnt++;
957 } 966 }
958 967
959 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
960 { 969 {
961 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
962 971
963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 972 if (archetype *at = op->other_arch)
973 {
964 total_exp += at->stats.exp * 8; 974 total_exp += at->stats.exp * 8;
965
966 monster_cnt++; 975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
967 } 983 }
968 } 984 }
969 985
970 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
971 987
984 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
985 */ 1001 */
986int 1002int
987maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
988{ 1004{
989 int new_level = darkness + change;
990
991 /* Nothing to do */ 1005 /* Nothing to do */
992 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
993 return 0; 1007 return 0;
994 1008
995 /* inform all players on the map */ 1009 /* inform all players on the map */
996 if (change > 0) 1010 if (change > 0)
997 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
998 else 1012 else
999 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1000 1014
1001 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1002 * we need to be extra careful about negative values.
1003 * In general, the checks below are only needed if change
1004 * is not +/-1
1005 */
1006 if (new_level < 0)
1007 darkness = 0;
1008 else if (new_level >= MAX_DARKNESS)
1009 darkness = MAX_DARKNESS;
1010 else
1011 darkness = new_level;
1012 1016
1013 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1014 update_all_map_los (this); 1018 update_all_map_los (this);
1019
1015 return 1; 1020 return 1;
1016} 1021}
1017 1022
1018/* 1023/*
1019 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1020 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1021 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1022 * through, etc) 1027 * through, etc)
1023 */ 1028 */
1024void 1029void
1025mapspace::update_ () 1030mapspace::update_ ()
1026{ 1031{
1027 object *tmp, *last = 0; 1032 object *last = 0;
1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1034 sint8 light = 0;
1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1030 1040
1031 //object *middle = 0; 1041 //object *middle = 0;
1032 //object *top = 0; 1042 //object *top = 0;
1033 //object *floor = 0; 1043 //object *floor = 0;
1034 // this seems to generate better code than using locals, above 1044 // this seems to generate better code than using locals, above
1035 object *&top = faces_obj[0] = 0; 1045 object *&top = faces_obj[0] = 0;
1036 object *&middle = faces_obj[1] = 0; 1046 object *&middle = faces_obj[1] = 0;
1037 object *&floor = faces_obj[2] = 0; 1047 object *&floor = faces_obj[2] = 0;
1038 1048
1049 object::flags_t allflags; // all flags of all objects or'ed together
1050
1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1040 { 1052 {
1041 /* This could be made additive I guess (two lights better than 1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1042 * one). But if so, it shouldn't be a simple additive - 2
1043 * light bulbs do not illuminate twice as far as once since
1044 * it is a dissapation factor that is cubed.
1045 */
1046 if (tmp->glow_radius > light)
1047 light = tmp->glow_radius; 1054 light += tmp->glow_radius;
1048 1055
1049 /* This call is needed in order to update objects the player 1056 /* This call is needed in order to update objects the player
1050 * is standing in that have animations (ie, grass, fire, etc). 1057 * is standing in that have animations (ie, grass, fire, etc).
1051 * However, it also causes the look window to be re-drawn 1058 * However, it also causes the look window to be re-drawn
1052 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1054 * 1061 *
1055 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1056 */ 1063 */
1057 if (!tmp->invisible) 1064 if (expect_true (!tmp->invisible))
1058 { 1065 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1066 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1067 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1068 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1069 {
1063 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1065 */ 1072 */
1066 middle = 0; 1073 middle = 0;
1067 top = 0; 1074 top = 0;
1068 floor = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1069 } 1078 }
1070 /* Flag anywhere have high priority */ 1079 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1080 {
1081 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1086
1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 anywhere = tmp;
1090
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 {
1097 middle_visibility = ::faces [tmp->face].visibility;
1073 middle = tmp; 1098 middle = tmp;
1074 anywhere = 1; 1099 }
1075 } 1100 }
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081 middle = tmp;
1082 }
1083
1084 if (tmp == tmp->above)
1085 {
1086 LOG (llevError, "Error in structure of map\n");
1087 exit (-1);
1088 } 1101 }
1089 1102
1090 move_slow |= tmp->move_slow; 1103 move_slow |= tmp->move_slow;
1091 move_block |= tmp->move_block; 1104 move_block |= tmp->move_block;
1092 move_on |= tmp->move_on; 1105 move_on |= tmp->move_on;
1093 move_off |= tmp->move_off; 1106 move_off |= tmp->move_off;
1094 move_allow |= tmp->move_allow; 1107 move_allow |= tmp->move_allow;
1095 1108
1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1109 allflags |= tmp->flag;
1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1110
1098 if (tmp->type == PLAYER) flags |= P_PLAYER; 1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 } 1113 }
1103 1114
1104 this->light = light; 1115 // FLAG_SEE_ANYWHERE takes precedence
1116 if (anywhere)
1117 middle = anywhere;
1118
1119 // ORing all flags together and checking them here is much faster
1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1124
1125 this->light = min (light, MAX_LIGHT_RADIUS);
1105 this->flags_ = flags; 1126 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow; 1127 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on; 1128 this->move_on = move_on;
1108 this->move_off = move_off; 1129 this->move_off = move_off;
1109 this->move_slow = move_slow; 1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1110 1133
1111 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
1112 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
1113 * this point. 1136 * this point.
1114 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1115 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1116 * 1139 *
1117 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
1118 */ 1141 */
1119 1142
1120 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
1121 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1122 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1123 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1124 */ 1147 */
1125 if (top == middle) 1148 if (top == middle)
1126 middle = 0; 1149 middle = 0;
1127 1150
1129 * 1) top face is set, need middle to be set. 1152 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top. 1153 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both. 1154 * 3) neither middle or top is set - need to set both.
1132 */ 1155 */
1133 1156
1134 for (tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
1135 { 1158 {
1136 /* Once we get to a floor, stop, since we already have a floor object */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
1138 break; 1161 break;
1139 1162
1140 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1141 if (top && middle) 1164 if (top && middle)
1142 break; 1165 break;
1156 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1157 * middle is not set 1180 * middle is not set
1158 * 1181 *
1159 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1160 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1161 * 1184 *
1162 */ 1185 */
1163 if (tmp != top) 1186 if (tmp != top)
1164 { 1187 {
1165 middle = tmp; 1188 middle = tmp;
1166 break; 1189 break;
1173 middle = 0; 1196 middle = 0;
1174 1197
1175 if (top == middle) 1198 if (top == middle)
1176 middle = 0; 1199 middle = 0;
1177 1200
1201 // set lower map transparent floor flag if applicable
1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 {
1204 floor->set_anim_frame (0);
1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1210
1211 if (object *floor2 = ms.faces_obj [2])
1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1219
1220 ms.pflags |= PF_VIS_UP;
1221 }
1222 }
1223
1178#if 0 1224#if 0
1179 faces_obj [0] = top; 1225 faces_obj [0] = top;
1180 faces_obj [1] = middle; 1226 faces_obj [1] = middle;
1181 faces_obj [2] = floor; 1227 faces_obj [2] = floor;
1182#endif 1228#endif
1183} 1229}
1184 1230
1185uint64 1231void
1186mapspace::volume () const 1232mapspace::update_up ()
1187{ 1233{
1188 uint64 vol = 0; 1234 // invalidate up
1189 1235 if (!(pflags & PF_VIS_UP))
1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
1192
1193 return vol; 1236 return;
1194}
1195 1237
1196bool 1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1245maptile *
1197maptile::tile_available (int dir, bool load) 1246maptile::tile_available (int dir, bool load)
1198{ 1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1199 if (!tile_path[dir]) 1252 if (tile_path [dir])
1200 return 0; 1253 {
1201 1254 // well, try to locate it then, if possible - maybe it's there already
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1255 // this is the ONLY place in the server that links maps with each other,
1203 return 1; 1256 // so any kind of inter-map stuff has to be initiated here.
1204
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1257 if (maptile *m = find_async (tile_path [dir], this, load))
1206 return 1; 1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1286 return tile_map [dir] = m;
1287 }
1288 }
1207 1289
1208 return 0; 1290 return 0;
1209} 1291}
1210 1292
1211/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1212 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1213 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1214 * This is the function should always be used when it 1296 * This is the function should always be used when it
1215 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1216 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1217 * tiled maps. 1299 * tiled maps.
1218 */ 1300 */
1219int 1301int
1220out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1221{ 1303{
1226 if (!m) 1308 if (!m)
1227 return 0; 1309 return 0;
1228 1310
1229 if (x < 0) 1311 if (x < 0)
1230 { 1312 {
1231 if (!m->tile_available (3)) 1313 if (!m->tile_available (TILE_WEST))
1232 return 1; 1314 return 1;
1233 1315
1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1235 } 1317 }
1236 1318
1237 if (x >= m->width) 1319 if (x >= m->width)
1238 { 1320 {
1239 if (!m->tile_available (1)) 1321 if (!m->tile_available (TILE_EAST))
1240 return 1; 1322 return 1;
1241 1323
1242 return out_of_map (m->tile_map[1], x - m->width, y); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1243 } 1325 }
1244 1326
1245 if (y < 0) 1327 if (y < 0)
1246 { 1328 {
1247 if (!m->tile_available (0)) 1329 if (!m->tile_available (TILE_NORTH))
1248 return 1; 1330 return 1;
1249 1331
1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1251 } 1333 }
1252 1334
1253 if (y >= m->height) 1335 if (y >= m->height)
1254 { 1336 {
1255 if (!m->tile_available (2)) 1337 if (!m->tile_available (TILE_SOUTH))
1256 return 1; 1338 return 1;
1257 1339
1258 return out_of_map (m->tile_map[2], x, y - m->height); 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1259 } 1341 }
1260 1342
1261 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1262 * map. 1344 * map.
1263 */ 1345 */
1265} 1347}
1266 1348
1267/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1268 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1269 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1270 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1271 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1272 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1273 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1274 */ 1356 */
1275maptile * 1357maptile *
1276maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1277{ 1359{
1278 if (x < 0) 1360 if (x < 0)
1279 { 1361 {
1280 if (!tile_available (3)) 1362 if (!tile_available (TILE_WEST))
1281 return 0; 1363 return 0;
1282 1364
1283 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1284 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1285 } 1367 }
1286 1368
1287 if (x >= width) 1369 if (x >= width)
1288 { 1370 {
1289 if (!tile_available (1)) 1371 if (!tile_available (TILE_EAST))
1290 return 0; 1372 return 0;
1291 1373
1292 x -= width; 1374 x -= width;
1293 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1294 } 1376 }
1295 1377
1296 if (y < 0) 1378 if (y < 0)
1297 { 1379 {
1298 if (!tile_available (0)) 1380 if (!tile_available (TILE_NORTH))
1299 return 0; 1381 return 0;
1300 1382
1301 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1302 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1303 } 1385 }
1304 1386
1305 if (y >= height) 1387 if (y >= height)
1306 { 1388 {
1307 if (!tile_available (2)) 1389 if (!tile_available (TILE_SOUTH))
1308 return 0; 1390 return 0;
1309 1391
1310 y -= height; 1392 y -= height;
1311 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1312 } 1394 }
1313 1395
1314 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1315 * map. 1397 * map.
1316 */ 1398 */
1320/** 1402/**
1321 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1322 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1323 */ 1405 */
1324int 1406int
1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1326{ 1408{
1327 if (!map1 || !map2) 1409 if (!map1 || !map2)
1328 return 0; 1410 return 0;
1329 1411
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1332 if (map1 == map2) 1414 if (map1 == map2)
1333 { 1415 {
1334 *dx = 0; 1416 *dx = 0;
1335 *dy = 0; 1417 *dy = 0;
1336 } 1418 }
1337 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1338 { /* up */ 1420 {
1339 *dx = 0; 1421 *dx = 0;
1340 *dy = -map2->height; 1422 *dy = -map2->height;
1341 } 1423 }
1342 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1343 { /* right */ 1425 {
1344 *dx = map1->width; 1426 *dx = map1->width;
1345 *dy = 0; 1427 *dy = 0;
1346 } 1428 }
1347 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1348 { /* down */ 1430 {
1349 *dx = 0; 1431 *dx = 0;
1350 *dy = map1->height; 1432 *dy = map1->height;
1351 } 1433 }
1352 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1353 { /* left */ 1435 {
1354 *dx = -map2->width; 1436 *dx = -map2->width;
1355 *dy = 0; 1437 *dy = 0;
1356 } 1438 }
1357 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1358 { /* up right */ 1440 { /* up right */
1359 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1360 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1361 } 1443 }
1362 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1363 { /* up left */ 1445 { /* up left */
1364 *dx = -map2->width; 1446 *dx = -map2->width;
1365 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1366 } 1448 }
1367 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1368 { /* right up */ 1450 { /* right up */
1369 *dx = map1->width; 1451 *dx = +map1->width;
1370 *dy = -map2->height; 1452 *dy = -map2->height;
1371 } 1453 }
1372 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1373 { /* right down */ 1455 { /* right down */
1374 *dx = map1->width; 1456 *dx = +map1->width;
1375 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1376 } 1458 }
1377 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1378 { /* down right */ 1460 { /* down right */
1379 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1380 *dy = map1->height; 1462 *dy = +map1->height;
1381 } 1463 }
1382 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1383 { /* down left */ 1465 { /* down left */
1384 *dx = -map2->width; 1466 *dx = -map2->width;
1385 *dy = map1->height; 1467 *dy = +map1->height;
1386 } 1468 }
1387 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1388 { /* left up */ 1470 { /* left up */
1389 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1390 *dy = -map2->height; 1472 *dy = -map2->height;
1391 } 1473 }
1392 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1393 { /* left down */ 1475 { /* left down */
1394 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1395 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1396 } 1478 }
1397 else 1479 else
1398 return 0; 1480 return 0;
1399 1481
1400 return 1; 1482 return 1;
1423 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
1424 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1425 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1426 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1427 * monster that is closest. 1509 * monster that is closest.
1428 * 1510 *
1429 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1430 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1431 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1432 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1433 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1436 * 1518 *
1437 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
1438 * closest body part of 'op1' 1520 * closest body part of 'op1'
1439 */ 1521 */
1440void 1522void
1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1442{ 1524{
1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1444 { 1526 {
1445 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
1446 retval->distance = 10000; 1528 retval->distance = 10000;
1447 retval->distance_x = 10000; 1529 retval->distance_x = 10000;
1448 retval->distance_y = 10000; 1530 retval->distance_y = 10000;
1449 retval->direction = 0; 1531 retval->direction = 0;
1450 retval->part = 0; 1532 retval->part = 0;
1451 } 1533 }
1452 else 1534 else
1453 { 1535 {
1454 object *best;
1455
1456 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
1457 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
1458 1538
1459 best = op1; 1539 object *best = op1;
1540
1460 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1461 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
1462 { 1543 {
1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
1464 1545
1465 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1466 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1467 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1468 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1469 * below works. 1550 * below works.
1470 */ 1551 */
1471 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1472 { 1553 {
1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
1475 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1476 { 1557 {
1477 best_distance = tmpi; 1558 best_distance = tmpi;
1478 best = tmp; 1559 best = tmp;
1479 } 1560 }
1480 } 1561 }
1481 1562
1482 if (best != op1) 1563 if (best != op1)
1483 { 1564 {
1484 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1485 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1486 } 1567 }
1487 } 1568 }
1488 1569
1489 retval->part = best; 1570 retval->part = best;
1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1492 } 1573 }
1493} 1574}
1494 1575
1495/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1496 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1497 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1498 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
1499 * the path, we need this. 1580 * the path, we need this.
1500 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1501 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1502 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1503 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1504 */ 1585 */
1505void 1586void
1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1507{ 1588{
1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1509 { 1590 {
1510 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1511 retval->distance = 100000; 1592 retval->distance = 100000;
1512 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
1513 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
1514 retval->direction = 0; 1595 retval->direction = 0;
1515 retval->part = 0; 1596 retval->part = 0;
1516 } 1597 }
1517 else 1598 else
1518 { 1599 {
1519 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1520 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1521 1602
1522 retval->part = NULL; 1603 retval->part = 0;
1523 retval->distance = idistance (retval->distance_x, retval->distance_y); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1525 } 1606 }
1526} 1607}
1527 1608
1528/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1529 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
1539 int dx, dy; 1620 int dx, dy;
1540 1621
1541 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542} 1623}
1543 1624
1625//-GPL
1626
1544object * 1627object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags) 1628maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{ 1629{
1547 if (!op->flag [FLAG_REMOVED])
1548 op->remove ();
1549
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551} 1631}
1552 1632
1553region * 1633region *
1554maptile::region (int x, int y) const 1634maptile::region (int x, int y) const
1563 return default_region; 1643 return default_region;
1564 1644
1565 return ::region::default_region (); 1645 return ::region::default_region ();
1566} 1646}
1567 1647
1648//+GPL
1649
1568/* picks a random object from a style map. 1650/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */ 1651 */
1572object * 1652object *
1573maptile::pick_random_object () const 1653maptile::pick_random_object (rand_gen &gen) const
1574{ 1654{
1575 /* while returning a null object will result in a crash, that 1655 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because 1656 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash. 1657 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make 1658 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me. 1659 * any difference, but this seems clearer to me.
1580 */ 1660 */
1581 for (int i = 1000; --i;) 1661 for (int i = 1000; --i;)
1582 { 1662 {
1583 object *pick = at (rndm (width), rndm (height)).bot; 1663 object *pick = at (gen (width), gen (height)).bot;
1584 1664
1585 // do not prefer big monsters just because they are big. 1665 // must be head: do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick) 1666 if (pick && pick->is_head ())
1587 return pick->head_ (); 1667 return pick;
1588 } 1668 }
1589 1669
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1670 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked"); 1671 return archetype::find (shstr_bug);
1592} 1672}
1673
1674//-GPL
1593 1675
1594void 1676void
1595maptile::play_sound (faceidx sound, int x, int y) const 1677maptile::play_sound (faceidx sound, int x, int y) const
1596{ 1678{
1597 if (!sound) 1679 if (!sound)
1598 return; 1680 return;
1599 1681
1682 for_all_players_on_map (pl, this)
1683 if (client *ns = pl->ns)
1684 {
1685 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y;
1687
1688 int distance = idistance (dx, dy);
1689
1690 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy);
1692 }
1693}
1694
1695void
1696maptile::say_msg (const char *msg, int x, int y) const
1697{
1600 for_all_players (pl) 1698 for_all_players (pl)
1601 if (pl->ob->map == this)
1602 if (client *ns = pl->ns) 1699 if (client *ns = pl->ns)
1603 { 1700 {
1604 int dx = x - pl->ob->x; 1701 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y; 1702 int dy = y - pl->ob->y;
1606 1703
1607 int distance = idistance (dx, dy); 1704 int distance = idistance (dx, dy);
1608 1705
1609 if (distance <= MAX_SOUND_DISTANCE) 1706 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy); 1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611 } 1708 }
1612} 1709}
1613 1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1713static void
1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1715{
1716 // clip to map to the left
1717 if (x0 < 0)
1718 {
1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1721
1722 if (x1 < 0) // entirely to the left
1723 return;
1724
1725 x0 = 0;
1726 }
1727
1728 // clip to map to the right
1729 if (x1 > m->width)
1730 {
1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733
1734 if (x0 >= m->width) // entirely to the right
1735 return;
1736
1737 x1 = m->width;
1738 }
1739
1740 // clip to map to the north
1741 if (y0 < 0)
1742 {
1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745
1746 if (y1 < 0) // entirely to the north
1747 return;
1748
1749 y0 = 0;
1750 }
1751
1752 // clip to map to the south
1753 if (y1 > m->height)
1754 {
1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757
1758 if (y0 >= m->height) // entirely to the south
1759 return;
1760
1761 y1 = m->height;
1762 }
1763
1764 // if we get here, the rect is within the current map
1765 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1766
1767 r->m = m;
1768 r->x0 = x0;
1769 r->y0 = y0;
1770 r->x1 = x1;
1771 r->y1 = y1;
1772 r->dx = dx;
1773 r->dy = dy;
1774}
1775
1776maprect *
1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778{
1779 buf.clear ();
1780
1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1782
1783 // add end marker
1784 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1785 r->m = 0;
1786
1787 return (maprect *)buf.linearise ();
1788}
1789

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