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Comparing deliantra/server/common/map.C (file contents):
Revision 1.111 by elmex, Thu Jul 12 18:28:09 2007 UTC vs.
Revision 1.210 by root, Sat May 7 13:25:02 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 28#include "path.h"
32 29
33/* 30//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 31
47/* 32sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 assign (buf, create_pathname (name));
73 else
74 assign (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 33
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
102 * 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
137 * by the caller. 72 * by the caller.
138 */ 73 */
139int 74int
140blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 76{
142 object *tmp;
143 int mflags, blocked;
144
145 /* 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
146 * have already checked this. 78 * have already checked this.
147 */ 79 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 81 {
150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
151 return 1; 83 return 1;
152 } 84 }
153 85
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 87
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
160 90
161 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 93 * things we need to do for players.
164 */ 94 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
166 return 0; 96 return 0;
167 97
168 /* 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
169 * 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
170 * 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
171 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
180 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 116 {
187 117 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
198 return 1; 131 return 1;
199 else 132 }
200 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything
217 * movement, can't move here.
218 * second - if a monster, can't move there, unless it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 150
224 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR 152 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
229 return 1; 154 return 1;
230 } 155 }
231
232 } 156 }
157
233 return 0; 158 return 0;
234} 159}
235 160
236/* 161/*
237 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
238 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
239 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
240 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
241 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
242 * 167 *
243 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
244 * 169 *
245 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
246 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
257 * 182 *
258 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
259 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
260 * against the move_block values. 185 * against the move_block values.
261 */ 186 */
262int 187bool
263ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
264{ 189{
265 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
266 int flag;
267 maptile *m1;
268 sint16 sx, sy;
269
270 if (!ob)
271 {
272 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
273 if (flag & P_OUT_OF_MAP)
274 return P_OUT_OF_MAP;
275
276 /* don't have object, so don't know what types would block */
277 return m1->at (sx, sy).move_block;
278 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
279 193
280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 194 if (!pos.normalise ())
281 { 195 return 1;
282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
283 196
284 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
285 return P_OUT_OF_MAP; 198
286 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
287 return P_IS_ALIVE; 200 return 1;
288 201
289 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
290 203 * (signifying non-moving objects)
291 /* find_first_free_spot() calls this function. However, often
292 * ob doesn't have any move type (when used to place exits)
293 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
294 */ 205 */
295
296 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
297 continue; 207 continue;
298 208
299 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
300 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
301 */ 211 */
302 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
303 return P_NO_PASS; 213 return 1;
304 } 214 }
305 215
306 return 0; 216 return 0;
307} 217}
308 218
309/* When the map is loaded, load_object does not actually insert objects 219//-GPL
310 * into inventory, but just links them. What this does is go through
311 * and insert them properly.
312 * The object 'container' is the object that contains the inventory.
313 * This is needed so that we can update the containers weight.
314 */
315void
316fix_container (object *container)
317{
318 object *tmp = container->inv, *next;
319
320 container->inv = 0;
321 while (tmp)
322 {
323 next = tmp->below;
324 if (tmp->inv)
325 fix_container (tmp);
326
327 insert_ob_in_ob (tmp, container);
328 tmp = next;
329 }
330
331 /* sum_weight will go through and calculate what all the containers are
332 * carrying.
333 */
334 sum_weight (container);
335}
336 220
337void 221void
338maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
339{ 223{
340 if (!spaces) 224 if (!spaces)
342 226
343 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
346} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
347 259
348/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
349 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
350 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
351 * they are saved). 263 * they are saved).
379 op = op->above; 291 op = op->above;
380 } 292 }
381 } 293 }
382} 294}
383 295
296//-GPL
297
384/* 298/*
385 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
386 * file pointer. 300 * file pointer.
387 */ 301 */
388bool 302bool
389maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
390{ 304{
391 for (;;) 305 for (;;)
392 { 306 {
393 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
394 308
395 switch (f.kw) 309 switch (f.kw)
396 { 310 {
397 case KW_arch: 311 case KW_arch:
398 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
399 { 313 {
314 // TODO: why?
400 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
401 sum_weight (op); 318 op->update_weight ();
319 }
402 320
403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
404 } 344 }
405 345
406 continue; 346 continue;
407 347
408 case KW_EOF: 348 case KW_EOF:
421} 361}
422 362
423void 363void
424maptile::activate () 364maptile::activate ()
425{ 365{
426 active = true; 366 if (state != MAP_INACTIVE)
367 return;
427 368
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
431 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
432} 376}
433 377
434void 378void
435maptile::deactivate () 379maptile::deactivate ()
436{ 380{
437 active = false; 381 if (state != MAP_ACTIVE)
382 return;
438 383
439 if (spaces)
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
442 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
443} 389}
444 390
445bool 391bool
446maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
447{ 393{
453 if (!spaces) 399 if (!spaces)
454 return false; 400 return false;
455 401
456 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
457 { 403 {
458 int unique = 0; 404 bool unique = 0;
405
459 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
460 { 407 {
461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
462 unique = 1;
463 409
464 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
465 continue; 411 continue;
466 412
467 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
468 { 414 {
469 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
470 op->write (f); 416 op->write (f);
471 } 417 }
472 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
473 op->write (f); 419 op->write (f);
474 } 420 }
475 } 421 }
476 422
477 coroapi::cede_to_tick (); 423 coroapi::cede_to_tick ();
478 424
479 return true; 425 return true;
480} 426}
481 427
482bool 428bool
483maptile::_load_objects (const char *path, bool skip_header)
484{
485 object_thawer f (path);
486
487 if (!f)
488 return false;
489
490 f.next ();
491
492 if (skip_header)
493 for (;;)
494 {
495 keyword kw = f.kw;
496 f.skip ();
497 if (kw == KW_end)
498 break;
499 }
500
501 return _load_objects (f);
502}
503
504bool
505maptile::_save_objects (const char *path, int flags) 429maptile::_save_objects (const char *path, int flags)
506{ 430{
507 object_freezer freezer; 431 object_freezer freezer;
508 432
509 if (!_save_objects (freezer, flags)) 433 if (!_save_objects (freezer, flags))
510 return false; 434 return false;
511 435
512 return freezer.save (path); 436 return freezer.save (path);
513} 437}
514 438
515maptile::maptile () 439void
440maptile::init ()
516{ 441{
517 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
518 443
519 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
520 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
521 */ 446 */
522 width = 16; 447 width = 16;
523 height = 16; 448 height = 16;
524 timeout = 300; 449 timeout = 300;
525 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
526 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
527}
528
529maptile::maptile (int w, int h)
530{
531 in_memory = MAP_SWAPPED;
532
533 width = w;
534 height = h;
535 reset_timeout = 0; 452 reset_timeout = 0;
536 timeout = 300;
537 enter_x = 0; 453 enter_x = 0;
538 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
539 468
540 alloc (); 469 alloc ();
541} 470}
542 471
543/* 472/*
551 if (spaces) 480 if (spaces)
552 return; 481 return;
553 482
554 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
555} 484}
485
486//+GPL
556 487
557/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
558 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
559 * at a later date. 490 * at a later date.
560 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
637 return items; 568 return items;
638} 569}
639 570
640/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
641 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
642static void 573static const char *
643print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
644{ 575{
645 int i; 576 static dynbuf_text buf; buf.clear ();
646 char tmp[MAX_BUF]; 577 bool first = true;
647 578
648 strcpy (output_string, "");
649 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
650 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
651 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
652 { 587 {
653 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
654 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
655 else 590 else
656 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
657 } 592 }
658 else 593 else
659 { 594 {
660 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
661 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
662 else 597 else
663 sprintf (tmp, "*"); 598 buf.printf ("*");
664 } 599 }
665
666 strcat (output_string, tmp);
667 } 600 }
601
602 return buf;
668} 603}
604
605//-GPL
669 606
670/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
671 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
672 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
673 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
681bool 618bool
682maptile::_load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
683{ 620{
684 for (;;) 621 for (;;)
685 { 622 {
686 thawer.next ();
687
688 switch (thawer.kw) 623 switch (thawer.kw)
689 { 624 {
690 case KW_msg: 625 case KW_msg:
691 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
692 break; 627 break;
693 628
694 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
695 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
696 break; 631 break;
697 632
698 case KW_maplore: 633 case KW_maplore:
699 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
716 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
717 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
718 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
719 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
720 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
721 case KW_temp: thawer.get (temp); break;
722 case KW_pressure: thawer.get (pressure); break;
723 case KW_humid: thawer.get (humid); break;
724 case KW_windspeed: thawer.get (windspeed); break;
725 case KW_winddir: thawer.get (winddir); break;
726 case KW_sky: thawer.get (sky); break;
727 656
728 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
729 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
731 661
732 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
734 664
735 // old names new names 665 // old names new names
736 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
745 675
746 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
747 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
748 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
749 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
750 686
751 case KW_end: 687 case KW_end:
688 thawer.next ();
752 return true; 689 return true;
753 690
754 default: 691 default:
755 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
756 return false; 693 return false;
757 break; 694 break;
758 } 695 }
696
697 thawer.next ();
759 } 698 }
760 699
761 abort (); 700 abort ();
762} 701}
763 702
764bool 703//+GPL
765maptile::_load_header (const char *path)
766{
767 object_thawer thawer (path);
768
769 if (!thawer)
770 return false;
771
772 return _load_header (thawer);
773}
774 704
775/****************************************************************************** 705/******************************************************************************
776 * This is the start of unique map handling code 706 * This is the start of unique map handling code
777 *****************************************************************************/ 707 *****************************************************************************/
778 708
785 int unique = 0; 715 int unique = 0;
786 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
787 { 717 {
788 object *above = op->above; 718 object *above = op->above;
789 719
790 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
791 unique = 1; 721 unique = 1;
792 722
793 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
794 {
795 op->destroy_inv (false);
796 op->destroy (); 724 op->destroy ();
797 }
798 725
799 op = above; 726 op = above;
800 } 727 }
801 } 728 }
802} 729}
803 730
731//-GPL
732
804bool 733bool
805maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
806{ 735{
807#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
808#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
809 738
810 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
811 740
812 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
813 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
814 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
815 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
816 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
817 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
818 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
819
820 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
821 750
822 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
823 {
824 char shop[MAX_BUF];
825 print_shop_string (this, shop);
826 MAP_OUT2 (shopitems, shop);
827 }
828
829 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
830 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
831 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
832 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
833 MAP_OUT (darkness); 756
834 MAP_OUT (width); 757 MAP_OUT (width);
835 MAP_OUT (height); 758 MAP_OUT (height);
836 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
837 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
838 761 MAP_OUT (darkness);
839 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
840 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
841
842 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
843 MAP_OUT (temp); 763
844 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
845 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
846 MAP_OUT (windspeed);
847 MAP_OUT (winddir);
848 MAP_OUT (sky);
849 766
850 MAP_OUT (per_player); 767 MAP_OUT (per_player);
851 MAP_OUT (per_party); 768 MAP_OUT (per_party);
852 769
853 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
854 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
855 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
856 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
857 776
858 freezer.put (this); 777 freezer.put (this);
859 freezer.put (KW_end); 778 freezer.put (KW(end));
860 779
861 return true; 780 return true;
862} 781}
863 782
864bool 783bool
870 return false; 789 return false;
871 790
872 return freezer.save (path); 791 return freezer.save (path);
873} 792}
874 793
794//+GPL
795
875/* 796/*
876 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
877 */ 798 */
878void 799void
879maptile::clear () 800maptile::clear ()
880{ 801{
881 sfree (regions, size ()), regions = 0;
882 free (regionmap), regionmap = 0;
883
884 if (spaces) 802 if (spaces)
885 { 803 {
886 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 while (object *op = ms->bot) 805 while (object *op = ms->bot)
888 { 806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
889 op = op->head_ (); 813 object *head = op->head_ ();
890 op->destroy_inv (false); 814 if (op == head)
891 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
892 } 821 }
893 822
894 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
895 } 824 }
896 825
897 if (buttons) 826 if (buttons)
898 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
899} 831}
900 832
901void 833void
902maptile::clear_header () 834maptile::clear_header ()
903{ 835{
905 msg = 0; 837 msg = 0;
906 maplore = 0; 838 maplore = 0;
907 shoprace = 0; 839 shoprace = 0;
908 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
909 841
910 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
911 tile_path [i] = 0; 843 tile_path [i] = 0;
912} 844}
913 845
914maptile::~maptile () 846maptile::~maptile ()
915{ 847{
922 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
923 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
924 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
925 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
926 */ 858 */
927 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
928 if (tile_map[i] == m) 860 if (tile_map[i] == m)
929 tile_map[i] = 0; 861 tile_map[i] = 0;
930} 862}
931 863
932void 864void
936 868
937 clear (); 869 clear ();
938} 870}
939 871
940/* decay and destroy perishable items in a map */ 872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
941void 874void
942maptile::do_decay_objects () 875maptile::do_decay_objects ()
943{ 876{
944 if (!spaces) 877 if (!spaces)
945 return; 878 return;
947 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
948 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
949 { 882 {
950 above = op->above; 883 above = op->above;
951 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
952 bool destroy = 0; 889 bool destroy = 0;
953 890
954 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
955 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
956 break; 893 || op->flag [FLAG_UNIQUE]
957 894 || op->flag [FLAG_OVERLAY_FLOOR]
958 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
959 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
960 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
961 || QUERY_FLAG (op, FLAG_UNIQUE)
962 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
963 || QUERY_FLAG (op, FLAG_UNPAID)
964 || op->is_alive ()) 896 || op->is_alive ())
965 ; // do not decay 897 ; // do not decay
966 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
967 { 899 {
968 op->stats.dam--; 900 op->stats.dam--;
993 || mat & M_LIQUID 925 || mat & M_LIQUID
994 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
995 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
996 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
997 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
998 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
999 destroy = 1; 932 destroy = 1;
1000 } 933 }
1001 934
1002 /* adjust overall chance below */ 935 /* adjust overall chance below */
1003 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
1004 op->destroy (); 937 op->destroy ();
1005 }
1006}
1007
1008/*
1009 * Updates every button on the map (by calling update_button() for them).
1010 */
1011void
1012maptile::update_buttons ()
1013{
1014 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1015 for (objectlink *ol = obp->link; ol; ol = ol->next)
1016 {
1017 if (!ol->ob)
1018 {
1019 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1020 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1021 continue;
1022 }
1023
1024 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1025 {
1026 update_button (ol->ob);
1027 break;
1028 }
1029 } 938 }
1030} 939}
1031 940
1032/* 941/*
1033 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1034 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1035 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1036 * 945 *
1037 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1038 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1039 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1040 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1041 */ 950 */
1042int 951int
1043maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1044{ 953{
1045 long monster_cnt = 0; 954 long monster_cnt = 0;
1047 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1048 957
1049 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1050 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
1051 { 960 {
1052 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1053 { 962 {
1054 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1055 monster_cnt++; 964 monster_cnt++;
1056 } 965 }
1057 966
1058 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1059 { 968 {
1060 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1061 970
1062 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1063 total_exp += at->stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1064
1065 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1066 } 982 }
1067 } 983 }
1068 984
1069 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1070 986
1083 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1084 */ 1000 */
1085int 1001int
1086maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1087{ 1003{
1088 int new_level = darkness + change;
1089
1090 /* Nothing to do */ 1004 /* Nothing to do */
1091 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1092 return 0; 1006 return 0;
1093 1007
1094 /* inform all players on the map */ 1008 /* inform all players on the map */
1095 if (change > 0) 1009 if (change > 0)
1096 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1097 else 1011 else
1098 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1099 1013
1100 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1101 * we need to be extra careful about negative values.
1102 * In general, the checks below are only needed if change
1103 * is not +/-1
1104 */
1105 if (new_level < 0)
1106 darkness = 0;
1107 else if (new_level >= MAX_DARKNESS)
1108 darkness = MAX_DARKNESS;
1109 else
1110 darkness = new_level;
1111 1015
1112 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1113 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1114 return 1; 1019 return 1;
1115} 1020}
1116 1021
1117/* 1022/*
1118 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1121 * through, etc) 1026 * through, etc)
1122 */ 1027 */
1123void 1028void
1124mapspace::update_ () 1029mapspace::update_ ()
1125{ 1030{
1126 object *tmp, *last = 0; 1031 object *last = 0;
1127 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1128 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1129 1039
1130 //object *middle = 0; 1040 //object *middle = 0;
1131 //object *top = 0; 1041 //object *top = 0;
1132 //object *floor = 0; 1042 //object *floor = 0;
1133 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1134 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1135 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1136 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1137 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1138 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1139 { 1051 {
1140 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1141 * one). But if so, it shouldn't be a simple additive - 2
1142 * light bulbs do not illuminate twice as far as once since
1143 * it is a dissapation factor that is cubed.
1144 */
1145 if (tmp->glow_radius > light)
1146 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1147 1054
1148 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1149 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1150 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1151 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1152 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1153 * 1060 *
1154 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1155 */ 1062 */
1156 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1157 { 1064 {
1158 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1159 top = tmp; 1066 top = tmp;
1160 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1161 { 1068 {
1162 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1163 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1164 */ 1071 */
1165 middle = 0; 1072 middle = 0;
1166 top = 0; 1073 top = 0;
1167 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1168 } 1077 }
1169 /* Flag anywhere have high priority */ 1078 else
1170 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1171 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1172 middle = tmp; 1097 middle = tmp;
1173 anywhere = 1; 1098 }
1174 } 1099 }
1175 /* Find the highest visible face around. If equal
1176 * visibilities, we still want the one nearer to the
1177 * top
1178 */
1179 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1180 middle = tmp;
1181 }
1182
1183 if (tmp == tmp->above)
1184 {
1185 LOG (llevError, "Error in structure of map\n");
1186 exit (-1);
1187 } 1100 }
1188 1101
1189 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1190 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1191 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1192 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1193 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1194 1107
1195 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1196 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1197 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1198 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1199 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1200 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1201 } 1112 }
1202 1113
1203 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1204 this->flags_ = flags; 1125 this->flags_ = flags;
1205 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1206 this->move_on = move_on; 1127 this->move_on = move_on;
1207 this->move_off = move_off; 1128 this->move_off = move_off;
1208 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1209 1132
1210 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1211 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1212 * this point. 1135 * this point.
1213 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1228 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1229 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1230 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1231 */ 1154 */
1232 1155
1233 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1234 { 1157 {
1235 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1237 break; 1160 break;
1238 1161
1239 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1240 if (top && middle) 1163 if (top && middle)
1241 break; 1164 break;
1272 middle = 0; 1195 middle = 0;
1273 1196
1274 if (top == middle) 1197 if (top == middle)
1275 middle = 0; 1198 middle = 0;
1276 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 // mirror the floor - very unreliable because usually outdated,
1208 // but somewhta works because floors do not change often :/
1209 middle = floor;
1210
1211 mapspace &ms = m->at (floor->x, floor->y);
1212
1213 ms.update ();
1214
1215 if (object *floor2 = ms.faces_obj [2])
1216 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1217 {
1218 floor->set_anim_frame (1);
1219 middle = floor;
1220 floor = floor2;
1221 }
1222 }
1223 }
1224
1277#if 0 1225#if 0
1278 faces_obj [0] = top; 1226 faces_obj [0] = top;
1279 faces_obj [1] = middle; 1227 faces_obj [1] = middle;
1280 faces_obj [2] = floor; 1228 faces_obj [2] = floor;
1281#endif 1229#endif
1282} 1230}
1283 1231
1284uint64 1232maptile *
1285mapspace::volume () const 1233maptile::tile_available (int dir, bool load)
1286{ 1234{
1287 uint64 vol = 0; 1235 if (tile_path[dir])
1288
1289 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1290 vol += op->volume ();
1291
1292 return vol;
1293}
1294
1295/* this updates the orig_map->tile_map[tile_num] value after finding
1296 * the map. It also takes care of linking back the freshly found
1297 * maps tile_map values if it tiles back to this one. It returns
1298 * the value of orig_map->tile_map[tile_num].
1299 */
1300static inline maptile *
1301find_and_link (maptile *orig_map, int tile_num)
1302{
1303 maptile *mp = orig_map->tile_map [tile_num];
1304
1305 if (!mp)
1306 {
1307 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1308
1309 if (!mp)
1310 {
1311 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1312 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1313 &orig_map->tile_path[tile_num], &orig_map->path);
1314 mp = new maptile (1, 1);
1315 mp->alloc ();
1316 mp->in_memory = MAP_IN_MEMORY;
1317 }
1318 } 1236 {
1237 // map is there and we don't need to load it OR it's loaded => return what we have
1238 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1239 return tile_map[dir];
1319 1240
1320 int dest_tile = (tile_num + 2) % 4; 1241 // well, try to locate it then, if possible - maybe it's there already
1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1243 return tile_map[dir];
1244 }
1321 1245
1322 orig_map->tile_map [tile_num] = mp;
1323
1324 // optimisation: back-link map to origin map if euclidean
1325 //TODO: non-euclidean maps MUST GO
1326 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1327 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1328
1329 return mp; 1246 return 0;
1330}
1331
1332static inline void
1333load_and_link (maptile *orig_map, int tile_num)
1334{
1335 find_and_link (orig_map, tile_num)->load_sync ();
1336} 1247}
1337 1248
1338/* this returns TRUE if the coordinates (x,y) are out of 1249/* this returns TRUE if the coordinates (x,y) are out of
1339 * map m. This function also takes into account any 1250 * map m. This function also takes into account any
1340 * tiling considerations, loading adjacant maps as needed. 1251 * tiling considerations, loading adjacant maps as needed.
1353 if (!m) 1264 if (!m)
1354 return 0; 1265 return 0;
1355 1266
1356 if (x < 0) 1267 if (x < 0)
1357 { 1268 {
1358 if (!m->tile_path[3]) 1269 if (!m->tile_available (3))
1359 return 1; 1270 return 1;
1360 1271
1361 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 3);
1363
1364 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1272 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1365 } 1273 }
1366 1274
1367 if (x >= m->width) 1275 if (x >= m->width)
1368 { 1276 {
1369 if (!m->tile_path[1]) 1277 if (!m->tile_available (1))
1370 return 1; 1278 return 1;
1371 1279
1372 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1373 find_and_link (m, 1);
1374
1375 return out_of_map (m->tile_map[1], x - m->width, y); 1280 return out_of_map (m->tile_map[1], x - m->width, y);
1376 } 1281 }
1377 1282
1378 if (y < 0) 1283 if (y < 0)
1379 { 1284 {
1380 if (!m->tile_path[0]) 1285 if (!m->tile_available (0))
1381 return 1; 1286 return 1;
1382 1287
1383 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1384 find_and_link (m, 0);
1385
1386 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1288 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1387 } 1289 }
1388 1290
1389 if (y >= m->height) 1291 if (y >= m->height)
1390 { 1292 {
1391 if (!m->tile_path[2]) 1293 if (!m->tile_available (2))
1392 return 1; 1294 return 1;
1393
1394 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1395 find_and_link (m, 2);
1396 1295
1397 return out_of_map (m->tile_map[2], x, y - m->height); 1296 return out_of_map (m->tile_map[2], x, y - m->height);
1398 } 1297 }
1399 1298
1400 /* Simple case - coordinates are within this local 1299 /* Simple case - coordinates are within this local
1414maptile * 1313maptile *
1415maptile::xy_find (sint16 &x, sint16 &y) 1314maptile::xy_find (sint16 &x, sint16 &y)
1416{ 1315{
1417 if (x < 0) 1316 if (x < 0)
1418 { 1317 {
1419 if (!tile_path[3]) 1318 if (!tile_available (3))
1420 return 0; 1319 return 0;
1421 1320
1422 find_and_link (this, 3);
1423 x += tile_map[3]->width; 1321 x += tile_map[3]->width;
1424 return tile_map[3]->xy_find (x, y); 1322 return tile_map[3]->xy_find (x, y);
1425 } 1323 }
1426 1324
1427 if (x >= width) 1325 if (x >= width)
1428 { 1326 {
1429 if (!tile_path[1]) 1327 if (!tile_available (1))
1430 return 0; 1328 return 0;
1431 1329
1432 find_and_link (this, 1);
1433 x -= width; 1330 x -= width;
1434 return tile_map[1]->xy_find (x, y); 1331 return tile_map[1]->xy_find (x, y);
1435 } 1332 }
1436 1333
1437 if (y < 0) 1334 if (y < 0)
1438 { 1335 {
1439 if (!tile_path[0]) 1336 if (!tile_available (0))
1440 return 0; 1337 return 0;
1441 1338
1442 find_and_link (this, 0);
1443 y += tile_map[0]->height; 1339 y += tile_map[0]->height;
1444 return tile_map[0]->xy_find (x, y); 1340 return tile_map[0]->xy_find (x, y);
1445 } 1341 }
1446 1342
1447 if (y >= height) 1343 if (y >= height)
1448 { 1344 {
1449 if (!tile_path[2]) 1345 if (!tile_available (2))
1450 return 0; 1346 return 0;
1451 1347
1452 find_and_link (this, 2);
1453 y -= height; 1348 y -= height;
1454 return tile_map[2]->xy_find (x, y); 1349 return tile_map[2]->xy_find (x, y);
1455 } 1350 }
1456 1351
1457 /* Simple case - coordinates are within this local 1352 /* Simple case - coordinates are within this local
1463/** 1358/**
1464 * Return whether map2 is adjacent to map1. If so, store the distance from 1359 * Return whether map2 is adjacent to map1. If so, store the distance from
1465 * map1 to map2 in dx/dy. 1360 * map1 to map2 in dx/dy.
1466 */ 1361 */
1467int 1362int
1468adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1363adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1469{ 1364{
1470 if (!map1 || !map2) 1365 if (!map1 || !map2)
1471 return 0; 1366 return 0;
1472 1367
1473 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1368 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1474 //fix: compare paths instead (this is likely faster, too!) 1369 //fix: compare paths instead (this is likely faster, too!)
1475 if (map1 == map2) 1370 if (map1 == map2)
1476 { 1371 {
1477 *dx = 0; 1372 *dx = 0;
1478 *dy = 0; 1373 *dy = 0;
1479 } 1374 }
1480 else if (map1->tile_map[0] == map2) 1375 else if (map1->tile_available (TILE_NORTH, false) == map2)
1481 { /* up */ 1376 {
1482 *dx = 0; 1377 *dx = 0;
1483 *dy = -map2->height; 1378 *dy = -map2->height;
1484 } 1379 }
1485 else if (map1->tile_map[1] == map2) 1380 else if (map1->tile_available (TILE_EAST , false) == map2)
1486 { /* right */ 1381 {
1487 *dx = map1->width; 1382 *dx = map1->width;
1488 *dy = 0; 1383 *dy = 0;
1489 } 1384 }
1490 else if (map1->tile_map[2] == map2) 1385 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1491 { /* down */ 1386 {
1492 *dx = 0; 1387 *dx = 0;
1493 *dy = map1->height; 1388 *dy = map1->height;
1494 } 1389 }
1495 else if (map1->tile_map[3] == map2) 1390 else if (map1->tile_available (TILE_WEST , false) == map2)
1496 { /* left */ 1391 {
1497 *dx = -map2->width; 1392 *dx = -map2->width;
1498 *dy = 0; 1393 *dy = 0;
1499 } 1394 }
1500 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1395 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1501 { /* up right */ 1396 { /* up right */
1502 *dx = map1->tile_map[0]->width; 1397 *dx = +map1->tile_map[TILE_NORTH]->width;
1503 *dy = -map1->tile_map[0]->height; 1398 *dy = -map1->tile_map[TILE_NORTH]->height;
1504 } 1399 }
1505 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1400 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1506 { /* up left */ 1401 { /* up left */
1507 *dx = -map2->width; 1402 *dx = -map2->width;
1508 *dy = -map1->tile_map[0]->height; 1403 *dy = -map1->tile_map[TILE_NORTH]->height;
1509 } 1404 }
1510 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1405 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1511 { /* right up */ 1406 { /* right up */
1512 *dx = map1->width; 1407 *dx = +map1->width;
1513 *dy = -map2->height; 1408 *dy = -map2->height;
1514 } 1409 }
1515 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1410 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1516 { /* right down */ 1411 { /* right down */
1517 *dx = map1->width; 1412 *dx = +map1->width;
1518 *dy = map1->tile_map[1]->height; 1413 *dy = +map1->tile_map[TILE_EAST]->height;
1519 } 1414 }
1520 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1415 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1521 { /* down right */ 1416 { /* down right */
1522 *dx = map1->tile_map[2]->width; 1417 *dx = +map1->tile_map[TILE_SOUTH]->width;
1523 *dy = map1->height; 1418 *dy = +map1->height;
1524 } 1419 }
1525 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1420 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1526 { /* down left */ 1421 { /* down left */
1527 *dx = -map2->width; 1422 *dx = -map2->width;
1528 *dy = map1->height; 1423 *dy = +map1->height;
1529 } 1424 }
1530 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1425 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1531 { /* left up */ 1426 { /* left up */
1532 *dx = -map1->tile_map[3]->width; 1427 *dx = -map1->tile_map[TILE_WEST]->width;
1533 *dy = -map2->height; 1428 *dy = -map2->height;
1534 } 1429 }
1535 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1430 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1536 { /* left down */ 1431 { /* left down */
1537 *dx = -map1->tile_map[3]->width; 1432 *dx = -map1->tile_map[TILE_WEST]->width;
1538 *dy = map1->tile_map[3]->height; 1433 *dy = +map1->tile_map[TILE_WEST]->height;
1539 } 1434 }
1540 else 1435 else
1541 return 0; 1436 return 0;
1542 1437
1543 return 1; 1438 return 1;
1579 * 1474 *
1580 * currently, the only flag supported (0x1) is don't translate for 1475 * currently, the only flag supported (0x1) is don't translate for
1581 * closest body part of 'op1' 1476 * closest body part of 'op1'
1582 */ 1477 */
1583void 1478void
1584get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1479get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1585{ 1480{
1586 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1481 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1587 { 1482 {
1588 /* be conservative and fill in _some_ data */ 1483 /* be conservative and fill in _some_ data */
1589 retval->distance = 10000; 1484 retval->distance = 10000;
1590 retval->distance_x = 10000; 1485 retval->distance_x = 10000;
1591 retval->distance_y = 10000; 1486 retval->distance_y = 10000;
1592 retval->direction = 0; 1487 retval->direction = 0;
1593 retval->part = 0; 1488 retval->part = 0;
1594 } 1489 }
1595 else 1490 else
1596 { 1491 {
1597 object *best;
1598
1599 retval->distance_x += op2->x - op1->x; 1492 retval->distance_x += op2->x - op1->x;
1600 retval->distance_y += op2->y - op1->y; 1493 retval->distance_y += op2->y - op1->y;
1601 1494
1602 best = op1; 1495 object *best = op1;
1496
1603 /* If this is multipart, find the closest part now */ 1497 /* If this is multipart, find the closest part now */
1604 if (!(flags & 0x1) && op1->more) 1498 if (!(flags & 1) && op1->more)
1605 { 1499 {
1606 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1500 int best_distance = idistance (retval->distance_x, retval->distance_y);
1607 1501
1608 /* we just take the offset of the piece to head to figure 1502 /* we just take the offset of the piece to head to figure
1609 * distance instead of doing all that work above again 1503 * distance instead of doing all that work above again
1610 * since the distance fields we set above are positive in the 1504 * since the distance fields we set above are positive in the
1611 * same axis as is used for multipart objects, the simply arithmetic 1505 * same axis as is used for multipart objects, the simply arithmetic
1612 * below works. 1506 * below works.
1613 */ 1507 */
1614 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1508 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1615 { 1509 {
1616 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1510 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1617 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1511
1618 if (tmpi < best_distance) 1512 if (tmpi < best_distance)
1619 { 1513 {
1620 best_distance = tmpi; 1514 best_distance = tmpi;
1621 best = tmp; 1515 best = tmp;
1622 } 1516 }
1623 } 1517 }
1624 1518
1625 if (best != op1) 1519 if (best != op1)
1626 { 1520 {
1627 retval->distance_x += op1->x - best->x; 1521 retval->distance_x += op1->x - best->x;
1628 retval->distance_y += op1->y - best->y; 1522 retval->distance_y += op1->y - best->y;
1629 } 1523 }
1630 } 1524 }
1631 1525
1632 retval->part = best; 1526 retval->part = best;
1633 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1527 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1528 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1635 } 1529 }
1636} 1530}
1637 1531
1638/* this is basically the same as get_rangevector above, but instead of 1532/* this is basically the same as get_rangevector above, but instead of
1639 * the first parameter being an object, it instead is the map 1533 * the first parameter being an object, it instead is the map
1644 * be more consistant with the above function and also in case they are needed 1538 * be more consistant with the above function and also in case they are needed
1645 * for something in the future. Also, since no object is pasted, the best 1539 * for something in the future. Also, since no object is pasted, the best
1646 * field of the rv_vector is set to NULL. 1540 * field of the rv_vector is set to NULL.
1647 */ 1541 */
1648void 1542void
1649get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1543get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1650{ 1544{
1651 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1545 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1652 { 1546 {
1653 /* be conservative and fill in _some_ data */ 1547 /* be conservative and fill in _some_ data */
1654 retval->distance = 100000; 1548 retval->distance = 100000;
1655 retval->distance_x = 32767; 1549 retval->distance_x = 32767;
1656 retval->distance_y = 32767; 1550 retval->distance_y = 32767;
1657 retval->direction = 0; 1551 retval->direction = 0;
1658 retval->part = 0; 1552 retval->part = 0;
1659 } 1553 }
1660 else 1554 else
1661 { 1555 {
1662 retval->distance_x += op2->x - x; 1556 retval->distance_x += op2->x - x;
1663 retval->distance_y += op2->y - y; 1557 retval->distance_y += op2->y - y;
1664 1558
1665 retval->part = NULL; 1559 retval->part = 0;
1666 retval->distance = idistance (retval->distance_x, retval->distance_y); 1560 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1667 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1561 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1668 } 1562 }
1669} 1563}
1670 1564
1671/* Returns true of op1 and op2 are effectively on the same map 1565/* Returns true of op1 and op2 are effectively on the same map
1672 * (as related to map tiling). Note that this looks for a path from 1566 * (as related to map tiling). Note that this looks for a path from
1682 int dx, dy; 1576 int dx, dy;
1683 1577
1684 return adjacent_map (op1->map, op2->map, &dx, &dy); 1578 return adjacent_map (op1->map, op2->map, &dx, &dy);
1685} 1579}
1686 1580
1581//-GPL
1582
1687object * 1583object *
1688maptile::insert (object *op, int x, int y, object *originator, int flags) 1584maptile::insert (object *op, int x, int y, object *originator, int flags)
1689{ 1585{
1690 if (!op->flag [FLAG_REMOVED])
1691 op->remove ();
1692
1693 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1586 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1694} 1587}
1695 1588
1696region * 1589region *
1697maptile::region (int x, int y) const 1590maptile::region (int x, int y) const
1706 return default_region; 1599 return default_region;
1707 1600
1708 return ::region::default_region (); 1601 return ::region::default_region ();
1709} 1602}
1710 1603
1604//+GPL
1605
1711/* picks a random object from a style map. 1606/* picks a random object from a style map.
1712 * Redone by MSW so it should be faster and not use static
1713 * variables to generate tables.
1714 */ 1607 */
1715object * 1608object *
1716maptile::pick_random_object () const 1609maptile::pick_random_object (rand_gen &gen) const
1717{ 1610{
1718 /* while returning a null object will result in a crash, that 1611 /* while returning a null object will result in a crash, that
1719 * is actually preferable to an infinite loop. That is because 1612 * is actually preferable to an infinite loop. That is because
1720 * most servers will automatically restart in case of crash. 1613 * most servers will automatically restart in case of crash.
1721 * Change the logic on getting the random space - shouldn't make 1614 * Change the logic on getting the random space - shouldn't make
1722 * any difference, but this seems clearer to me. 1615 * any difference, but this seems clearer to me.
1723 */ 1616 */
1724 for (int i = 1000; --i;) 1617 for (int i = 1000; --i;)
1725 { 1618 {
1726 object *pick = at (rndm (width), rndm (height)).bot; 1619 object *pick = at (gen (width), gen (height)).bot;
1727 1620
1728 // do not prefer big monsters just because they are big. 1621 // must be head: do not prefer big monsters just because they are big.
1729 if (pick && pick->head_ () == pick) 1622 if (pick && pick->is_head ())
1730 return pick->head_ (); 1623 return pick;
1731 } 1624 }
1732 1625
1733 // instead of crashing in the unlikely(?) case, try to return *something* 1626 // instead of crashing in the unlikely(?) case, try to return *something*
1734 return get_archetype ("blocked"); 1627 return archetype::find (shstr_bug);
1735} 1628}
1736 1629
1630//-GPL
1631
1632void
1633maptile::play_sound (faceidx sound, int x, int y) const
1634{
1635 if (!sound)
1636 return;
1637
1638 for_all_players_on_map (pl, this)
1639 if (client *ns = pl->ns)
1640 {
1641 int dx = x - pl->ob->x;
1642 int dy = y - pl->ob->y;
1643
1644 int distance = idistance (dx, dy);
1645
1646 if (distance <= MAX_SOUND_DISTANCE)
1647 ns->play_sound (sound, dx, dy);
1648 }
1649}
1650
1651void
1652maptile::say_msg (const char *msg, int x, int y) const
1653{
1654 for_all_players (pl)
1655 if (client *ns = pl->ns)
1656 {
1657 int dx = x - pl->ob->x;
1658 int dy = y - pl->ob->y;
1659
1660 int distance = idistance (dx, dy);
1661
1662 if (distance <= MAX_SOUND_DISTANCE)
1663 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1664 }
1665}
1666
1667dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1668
1669static void
1670split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1671{
1672 // clip to map to the left
1673 if (x0 < 0)
1674 {
1675 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1676 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1677
1678 if (x1 < 0) // entirely to the left
1679 return;
1680
1681 x0 = 0;
1682 }
1683
1684 // clip to map to the right
1685 if (x1 > m->width)
1686 {
1687 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1688 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1689
1690 if (x0 > m->width) // entirely to the right
1691 return;
1692
1693 x1 = m->width;
1694 }
1695
1696 // clip to map above
1697 if (y0 < 0)
1698 {
1699 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1700 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1701
1702 if (y1 < 0) // entirely above
1703 return;
1704
1705 y0 = 0;
1706 }
1707
1708 // clip to map below
1709 if (y1 > m->height)
1710 {
1711 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1712 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1713
1714 if (y0 > m->height) // entirely below
1715 return;
1716
1717 y1 = m->height;
1718 }
1719
1720 // if we get here, the rect is within the current map
1721 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1722
1723 r->m = m;
1724 r->x0 = x0;
1725 r->y0 = y0;
1726 r->x1 = x1;
1727 r->y1 = y1;
1728 r->dx = dx;
1729 r->dy = dy;
1730}
1731
1732maprect *
1733maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1734{
1735 buf.clear ();
1736
1737 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1738
1739 // add end marker
1740 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1741 r->m = 0;
1742
1743 return (maprect *)buf.linearise ();
1744}
1745

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