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Comparing deliantra/server/common/map.C (file contents):
Revision 1.121 by root, Sat Aug 25 22:19:26 2007 UTC vs.
Revision 1.197 by root, Thu Apr 29 07:32:34 2010 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 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"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
36 * 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
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 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");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
100 return 0; 96 return 0;
101 97
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
120 { 116 {
121 117 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 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 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))
132 return 1; 131 return 1;
133 else 132 }
134 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;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
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 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // 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;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR 152 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 154 return 1;
164 } 155 }
165
166 } 156 }
157
167 return 0; 158 return 0;
168} 159}
169 160
170/* 161/*
171 * 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
172 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
177 * 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.
178 * 169 *
179 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
191 * 182 *
192 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
193 * 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
194 * against the move_block values. 185 * against the move_block values.
195 */ 186 */
196int 187bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
198{ 189{
199 archetype *tmp; 190 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 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
213 193
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 194 if (!pos.normalise ())
215 { 195 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 196
218 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 198
220 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 200 return 1;
222 201
223 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
224 203 * (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. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 205 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 207 continue;
232 208
233 /* 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
234 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
235 */ 211 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
237 return P_NO_PASS; 213 return 1;
238 } 214 }
239 215
240 return 0; 216 return 0;
241} 217}
242 218
243/* When the map is loaded, load_object does not actually insert objects 219//-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}
270 220
271void 221void
272maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
273{ 223{
274 if (!spaces) 224 if (!spaces)
276 226
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
280} 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
281 259
282/* 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
283 * 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
284 * 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
285 * they are saved). 263 * they are saved).
313 op = op->above; 291 op = op->above;
314 } 292 }
315 } 293 }
316} 294}
317 295
296//-GPL
297
318/* 298/*
319 * 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
320 * file pointer. 300 * file pointer.
321 */ 301 */
322bool 302bool
323maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
324{ 304{
325 for (;;) 305 for (;;)
326 { 306 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
328 308
329 switch (f.kw) 309 switch (f.kw)
330 { 310 {
331 case KW_arch: 311 case KW_arch:
332 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
333 { 313 {
314 // TODO: why?
334 if (op->inv) 315 if (op->inv)
335 sum_weight (op); 316 op->update_weight ();
336 317
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
338 } 341 }
339 342
340 continue; 343 continue;
341 344
342 case KW_EOF: 345 case KW_EOF:
408 411
409 return true; 412 return true;
410} 413}
411 414
412bool 415bool
413maptile::_load_objects (const char *path, bool skip_header)
414{
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
424 {
425 keyword kw = f.kw;
426 f.skip ();
427 if (kw == KW_end)
428 break;
429 }
430
431 return _load_objects (f);
432}
433
434bool
435maptile::_save_objects (const char *path, int flags) 416maptile::_save_objects (const char *path, int flags)
436{ 417{
437 object_freezer freezer; 418 object_freezer freezer;
438 419
439 if (!_save_objects (freezer, flags)) 420 if (!_save_objects (freezer, flags))
440 return false; 421 return false;
441 422
442 return freezer.save (path); 423 return freezer.save (path);
443} 424}
444 425
445maptile::maptile () 426void
427maptile::init ()
446{ 428{
447 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
448 430
449 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
450 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
451 */ 433 */
452 width = 16; 434 width = 16;
453 height = 16; 435 height = 16;
454 timeout = 300; 436 timeout = 300;
455 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
456 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
457}
458
459maptile::maptile (int w, int h)
460{
461 in_memory = MAP_SWAPPED;
462
463 width = w;
464 height = h;
465 reset_timeout = 0; 439 reset_timeout = 0;
466 timeout = 300;
467 enter_x = 0; 440 enter_x = 0;
468 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
469 455
470 alloc (); 456 alloc ();
471} 457}
472 458
473/* 459/*
481 if (spaces) 467 if (spaces)
482 return; 468 return;
483 469
484 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
485} 471}
472
473//+GPL
486 474
487/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
488 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
489 * at a later date. 477 * at a later date.
490 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
567 return items; 555 return items;
568} 556}
569 557
570/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
572static void 560static const char *
573print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
574{ 562{
575 int i; 563 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF]; 564 bool first = true;
577 565
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
581 if (m->shopitems[i].typenum) 573 if (m->shopitems[i].typenum)
582 { 574 {
583 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 576 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
585 else 577 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 578 buf.printf ("%s", m->shopitems[i].name);
587 } 579 }
588 else 580 else
589 { 581 {
590 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 583 buf.printf ("*:%d", m->shopitems[i].strength);
592 else 584 else
593 sprintf (tmp, "*"); 585 buf.printf ("*");
594 } 586 }
595
596 strcat (output_string, tmp);
597 } 587 }
588
589 return buf;
598} 590}
591
592//-GPL
599 593
600/* This loads the header information of the map. The header 594/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 595 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 596 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an 597 * addition of tiling, fields beyond that easily named in an
611bool 605bool
612maptile::_load_header (object_thawer &thawer) 606maptile::_load_header (object_thawer &thawer)
613{ 607{
614 for (;;) 608 for (;;)
615 { 609 {
616 thawer.next ();
617
618 switch (thawer.kw) 610 switch (thawer.kw)
619 { 611 {
620 case KW_msg: 612 case KW_msg:
621 thawer.get_ml (KW_endmsg, msg); 613 thawer.get_ml (KW_endmsg, msg);
622 break; 614 break;
646 case KW_shopgreed: thawer.get (shopgreed); break; 638 case KW_shopgreed: thawer.get (shopgreed); break;
647 case KW_shopmin: thawer.get (shopmin); break; 639 case KW_shopmin: thawer.get (shopmin); break;
648 case KW_shopmax: thawer.get (shopmax); break; 640 case KW_shopmax: thawer.get (shopmax); break;
649 case KW_shoprace: thawer.get (shoprace); break; 641 case KW_shoprace: thawer.get (shoprace); break;
650 case KW_outdoor: thawer.get (outdoor); break; 642 case KW_outdoor: thawer.get (outdoor); break;
651 case KW_temp: thawer.get (temp); break;
652 case KW_pressure: thawer.get (pressure); break;
653 case KW_humid: thawer.get (humid); break;
654 case KW_windspeed: thawer.get (windspeed); break;
655 case KW_winddir: thawer.get (winddir); break;
656 case KW_sky: thawer.get (sky); break;
657 643
658 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break; 646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
661 648
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: default_region = region::find (thawer); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 651
665 // old names new names 652 // old names new names
666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 653 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 664 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 665 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break; 666 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 667
681 case KW_ERROR: 668 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value); 669 set_key_text (thawer.kw_str, thawer.value);
683 break; 670 break;
684 671
685 case KW_end: 672 case KW_end:
673 thawer.next ();
686 return true; 674 return true;
687 675
688 default: 676 default:
689 if (!thawer.parse_error ("map", 0)) 677 if (!thawer.parse_error ("map"))
690 return false; 678 return false;
691 break; 679 break;
692 } 680 }
681
682 thawer.next ();
693 } 683 }
694 684
695 abort (); 685 abort ();
696} 686}
697 687
698bool 688//+GPL
699maptile::_load_header (const char *path)
700{
701 object_thawer thawer (path);
702
703 if (!thawer)
704 return false;
705
706 return _load_header (thawer);
707}
708 689
709/****************************************************************************** 690/******************************************************************************
710 * This is the start of unique map handling code 691 * This is the start of unique map handling code
711 *****************************************************************************/ 692 *****************************************************************************/
712 693
719 int unique = 0; 700 int unique = 0;
720 for (object *op = spaces [i].bot; op; ) 701 for (object *op = spaces [i].bot; op; )
721 { 702 {
722 object *above = op->above; 703 object *above = op->above;
723 704
724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
725 unique = 1; 706 unique = 1;
726 707
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy (); 709 op->destroy ();
731 }
732 710
733 op = above; 711 op = above;
734 } 712 }
735 } 713 }
736} 714}
737 715
716//-GPL
717
738bool 718bool
739maptile::_save_header (object_freezer &freezer) 719maptile::_save_header (object_freezer &freezer)
740{ 720{
741#define MAP_OUT(k) freezer.put (KW_ ## k, k) 721#define MAP_OUT(k) freezer.put (KW(k), k)
742#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 722#define MAP_OUT2(k,v) freezer.put (KW(k), v)
743 723
744 MAP_OUT2 (arch, "map"); 724 MAP_OUT2 (arch, CS(map));
745 725
746 if (name) MAP_OUT (name); 726 if (name) MAP_OUT (name);
747 MAP_OUT (swap_time); 727 MAP_OUT (swap_time);
748 MAP_OUT (reset_time); 728 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout); 729 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime); 730 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset); 731 MAP_OUT (no_reset);
732 MAP_OUT (no_drop);
752 MAP_OUT (difficulty); 733 MAP_OUT (difficulty);
753
754 if (default_region) MAP_OUT2 (region, default_region->name); 734 if (default_region) MAP_OUT2 (region, default_region->name);
755 735
756 if (shopitems) 736 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
757 {
758 char shop[MAX_BUF];
759 print_shop_string (this, shop);
760 MAP_OUT2 (shopitems, shop);
761 }
762
763 MAP_OUT (shopgreed); 737 MAP_OUT (shopgreed);
764 MAP_OUT (shopmin); 738 MAP_OUT (shopmin);
765 MAP_OUT (shopmax); 739 MAP_OUT (shopmax);
766 if (shoprace) MAP_OUT (shoprace); 740 if (shoprace) MAP_OUT (shoprace);
767 MAP_OUT (darkness); 741
768 MAP_OUT (width); 742 MAP_OUT (width);
769 MAP_OUT (height); 743 MAP_OUT (height);
770 MAP_OUT (enter_x); 744 MAP_OUT (enter_x);
771 MAP_OUT (enter_y); 745 MAP_OUT (enter_y);
772 746 MAP_OUT (darkness);
773 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
774 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
775
776 MAP_OUT (outdoor); 747 MAP_OUT (outdoor);
777 MAP_OUT (temp); 748
778 MAP_OUT (pressure); 749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
779 MAP_OUT (humid); 750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
780 MAP_OUT (windspeed);
781 MAP_OUT (winddir);
782 MAP_OUT (sky);
783 751
784 MAP_OUT (per_player); 752 MAP_OUT (per_player);
785 MAP_OUT (per_party); 753 MAP_OUT (per_party);
786 754
787 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
788 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
789 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
790 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
791 759
792 freezer.put (this); 760 freezer.put (this);
793 freezer.put (KW_end); 761 freezer.put (KW(end));
794 762
795 return true; 763 return true;
796} 764}
797 765
798bool 766bool
804 return false; 772 return false;
805 773
806 return freezer.save (path); 774 return freezer.save (path);
807} 775}
808 776
777//+GPL
778
809/* 779/*
810 * Remove and free all objects in the given map. 780 * Remove and free all objects in the given map.
811 */ 781 */
812void 782void
813maptile::clear () 783maptile::clear ()
814{ 784{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces) 785 if (spaces)
819 { 786 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 787 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot) 788 while (object *op = ms->bot)
822 { 789 {
790 // manually remove, as to not trigger anything
791 if (ms->bot = op->above)
792 ms->bot->below = 0;
793
794 op->flag [FLAG_REMOVED] = true;
795
823 op = op->head_ (); 796 object *head = op->head_ ();
824 op->destroy_inv (false); 797 if (op == head)
825 op->destroy (); 798 op->destroy ();
799 else if (head->map != op->map)
800 {
801 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
802 head->destroy ();
803 }
826 } 804 }
827 805
828 sfree (spaces, size ()), spaces = 0; 806 sfree0 (spaces, size ());
829 } 807 }
830 808
831 if (buttons) 809 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0; 810 free_objectlinkpt (buttons), buttons = 0;
811
812 sfree0 (regions, size ());
813 delete [] regionmap; regionmap = 0;
833} 814}
834 815
835void 816void
836maptile::clear_header () 817maptile::clear_header ()
837{ 818{
870 851
871 clear (); 852 clear ();
872} 853}
873 854
874/* decay and destroy perishable items in a map */ 855/* decay and destroy perishable items in a map */
856// TODO: should be done regularly, not on map load?
875void 857void
876maptile::do_decay_objects () 858maptile::do_decay_objects ()
877{ 859{
878 if (!spaces) 860 if (!spaces)
879 return; 861 return;
881 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above) 864 for (object *above, *op = ms->bot; op; op = above)
883 { 865 {
884 above = op->above; 866 above = op->above;
885 867
868 // do not decay anything above unique floor tiles (yet :)
869 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
870 break;
871
886 bool destroy = 0; 872 bool destroy = 0;
887 873
888 // do not decay anything above unique floor tiles (yet :) 874 if (op->flag [FLAG_IS_FLOOR]
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 875 || op->flag [FLAG_OBJ_ORIGINAL]
890 break; 876 || op->flag [FLAG_UNIQUE]
891 877 || op->flag [FLAG_OVERLAY_FLOOR]
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 878 || op->flag [FLAG_UNPAID]
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ()) 879 || op->is_alive ())
899 ; // do not decay 880 ; // do not decay
900 else if (op->is_weapon ()) 881 else if (op->is_weapon ())
901 { 882 {
902 op->stats.dam--; 883 op->stats.dam--;
927 || mat & M_LIQUID 908 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1) 909 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1) 910 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32)) 913 //|| (mat & M_ICE && temp > 32)
914 )
933 destroy = 1; 915 destroy = 1;
934 } 916 }
935 917
936 /* adjust overall chance below */ 918 /* adjust overall chance below */
937 if (destroy && rndm (0, 1)) 919 if (destroy && rndm (0, 1))
938 op->destroy (); 920 op->destroy ();
939 }
940}
941
942/*
943 * Updates every button on the map (by calling update_button() for them).
944 */
945void
946maptile::update_buttons ()
947{
948 for (oblinkpt *obp = buttons; obp; obp = obp->next)
949 for (objectlink *ol = obp->link; ol; ol = ol->next)
950 {
951 if (!ol->ob)
952 {
953 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
954 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
955 continue;
956 }
957
958 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
959 {
960 update_button (ol->ob);
961 break;
962 }
963 } 921 }
964} 922}
965 923
966/* 924/*
967 * This routine is supposed to find out the difficulty of the map. 925 * This routine is supposed to find out the difficulty of the map.
968 * difficulty does not have a lot to do with character level, 926 * difficulty does not have a lot to do with character level,
969 * but does have a lot to do with treasure on the map. 927 * but does have a lot to do with treasure on the map.
970 * 928 *
971 * Difficulty can now be set by the map creature. If the value stored 929 * Difficulty can now be set by the map creator. If the value stored
972 * in the map is zero, then use this routine. Maps should really 930 * in the map is zero, then use this routine. Maps should really
973 * have a difficulty set than using this function - human calculation 931 * have a difficulty set rather than using this function - human calculation
974 * is much better than this functions guesswork. 932 * is much better than this function's guesswork.
975 */ 933 */
976int 934int
977maptile::estimate_difficulty () const 935maptile::estimate_difficulty () const
978{ 936{
979 long monster_cnt = 0; 937 long monster_cnt = 0;
981 sint64 total_exp = 0; 939 sint64 total_exp = 0;
982 940
983 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
984 for (object *op = ms->bot; op; op = op->above) 942 for (object *op = ms->bot; op; op = op->above)
985 { 943 {
986 if (QUERY_FLAG (op, FLAG_MONSTER)) 944 if (op->flag [FLAG_MONSTER])
987 { 945 {
988 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
989 monster_cnt++; 947 monster_cnt++;
990 } 948 }
991 949
992 if (QUERY_FLAG (op, FLAG_GENERATOR)) 950 if (op->flag [FLAG_GENERATOR])
993 { 951 {
994 total_exp += op->stats.exp; 952 total_exp += op->stats.exp;
995 953
996 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 954 if (archetype *at = op->other_arch)
955 {
997 total_exp += at->stats.exp * 8; 956 total_exp += at->stats.exp * 8;
998
999 monster_cnt++; 957 monster_cnt++;
958 }
959
960 for (object *inv = op->inv; inv; inv = inv->below)
961 {
962 total_exp += op->stats.exp * 8;
963 monster_cnt++;
964 }
1000 } 965 }
1001 } 966 }
1002 967
1003 avgexp = (double) total_exp / monster_cnt; 968 avgexp = (double) total_exp / monster_cnt;
1004 969
1017 * postive values make it darker, negative make it brighter 982 * postive values make it darker, negative make it brighter
1018 */ 983 */
1019int 984int
1020maptile::change_map_light (int change) 985maptile::change_map_light (int change)
1021{ 986{
1022 int new_level = darkness + change;
1023
1024 /* Nothing to do */ 987 /* Nothing to do */
1025 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 988 if (!change)
1026 return 0; 989 return 0;
1027 990
1028 /* inform all players on the map */ 991 /* inform all players on the map */
1029 if (change > 0) 992 if (change > 0)
1030 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 993 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1031 else 994 else
1032 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 995 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1033 996
1034 /* Do extra checking. since darkness is a unsigned value, 997 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1035 * we need to be extra careful about negative values.
1036 * In general, the checks below are only needed if change
1037 * is not +/-1
1038 */
1039 if (new_level < 0)
1040 darkness = 0;
1041 else if (new_level >= MAX_DARKNESS)
1042 darkness = MAX_DARKNESS;
1043 else
1044 darkness = new_level;
1045 998
1046 /* All clients need to get re-updated for the change */ 999 /* All clients need to get re-updated for the change */
1047 update_all_map_los (this); 1000 update_all_map_los (this);
1001
1048 return 1; 1002 return 1;
1049} 1003}
1050 1004
1051/* 1005/*
1052 * This function updates various attributes about a specific space 1006 * This function updates various attributes about a specific space
1055 * through, etc) 1009 * through, etc)
1056 */ 1010 */
1057void 1011void
1058mapspace::update_ () 1012mapspace::update_ ()
1059{ 1013{
1060 object *tmp, *last = 0; 1014 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1015 uint8 flags = P_UPTODATE;
1016 sint8 light = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1017 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 uint64_t volume = 0;
1019 uint32_t items = 0;
1020 object *anywhere = 0;
1021 uint8_t middle_visibility = 0;
1063 1022
1064 //object *middle = 0; 1023 //object *middle = 0;
1065 //object *top = 0; 1024 //object *top = 0;
1066 //object *floor = 0; 1025 //object *floor = 0;
1067 // this seems to generate better code than using locals, above 1026 // this seems to generate better code than using locals, above
1068 object *&top = faces_obj[0] = 0; 1027 object *&top = faces_obj[0] = 0;
1069 object *&middle = faces_obj[1] = 0; 1028 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1029 object *&floor = faces_obj[2] = 0;
1071 1030
1031 object::flags_t allflags; // all flags of all objects or'ed together
1032
1072 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1034 {
1074 /* This could be made additive I guess (two lights better than 1035 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 if (tmp->glow_radius > light)
1080 light = tmp->glow_radius; 1036 light += tmp->glow_radius;
1081 1037
1082 /* This call is needed in order to update objects the player 1038 /* This call is needed in order to update objects the player
1083 * is standing in that have animations (ie, grass, fire, etc). 1039 * is standing in that have animations (ie, grass, fire, etc).
1084 * However, it also causes the look window to be re-drawn 1040 * However, it also causes the look window to be re-drawn
1085 * 3 times each time the player moves, because many of the 1041 * 3 times each time the player moves, because many of the
1086 * functions the move_player calls eventualy call this. 1042 * functions the move_player calls eventualy call this.
1087 * 1043 *
1088 * Always put the player down for drawing. 1044 * Always put the player down for drawing.
1089 */ 1045 */
1090 if (!tmp->invisible) 1046 if (expect_true (!tmp->invisible))
1091 { 1047 {
1092 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1093 top = tmp; 1049 top = tmp;
1094 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1095 { 1051 {
1096 /* If we got a floor, that means middle and top were below it, 1052 /* If we got a floor, that means middle and top were below it,
1097 * so should not be visible, so we clear them. 1053 * so should not be visible, so we clear them.
1098 */ 1054 */
1099 middle = 0; 1055 middle = 0;
1100 top = 0; 1056 top = 0;
1101 floor = tmp; 1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1102 } 1060 }
1103 /* Flag anywhere have high priority */ 1061 else
1104 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1105 { 1062 {
1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1068
1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1071 anywhere = tmp;
1072
1073 /* Find the highest visible face around. If equal
1074 * visibilities, we still want the one nearer to the
1075 * top
1076 */
1077 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 {
1079 middle_visibility = ::faces [tmp->face].visibility;
1106 middle = tmp; 1080 middle = tmp;
1107 anywhere = 1; 1081 }
1108 } 1082 }
1109 /* Find the highest visible face around. If equal
1110 * visibilities, we still want the one nearer to the
1111 * top
1112 */
1113 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1114 middle = tmp;
1115 }
1116
1117 if (tmp == tmp->above)
1118 {
1119 LOG (llevError, "Error in structure of map\n");
1120 exit (-1);
1121 } 1083 }
1122 1084
1123 move_slow |= tmp->move_slow; 1085 move_slow |= tmp->move_slow;
1124 move_block |= tmp->move_block; 1086 move_block |= tmp->move_block;
1125 move_on |= tmp->move_on; 1087 move_on |= tmp->move_on;
1126 move_off |= tmp->move_off; 1088 move_off |= tmp->move_off;
1127 move_allow |= tmp->move_allow; 1089 move_allow |= tmp->move_allow;
1128 1090
1129 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1091 allflags |= tmp->flag;
1130 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1092
1131 if (tmp->type == PLAYER) flags |= P_PLAYER; 1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1094 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135 } 1095 }
1136 1096
1137 this->light = light; 1097 // FLAG_SEE_ANYWHERE takes precedence
1098 if (anywhere)
1099 middle = anywhere;
1100
1101 // ORing all flags together and checking them here is much faster
1102 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1106
1107 this->light = min (light, MAX_LIGHT_RADIUS);
1138 this->flags_ = flags; 1108 this->flags_ = flags;
1139 this->move_block = move_block & ~move_allow; 1109 this->move_block = move_block & ~move_allow;
1140 this->move_on = move_on; 1110 this->move_on = move_on;
1141 this->move_off = move_off; 1111 this->move_off = move_off;
1142 this->move_slow = move_slow; 1112 this->move_slow = move_slow;
1113 this->volume_ = (volume + 1023) / 1024;
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1143 1115
1144 /* At this point, we have a floor face (if there is a floor), 1116 /* At this point, we have a floor face (if there is a floor),
1145 * and the floor is set - we are not going to touch it at 1117 * and the floor is set - we are not going to touch it at
1146 * this point. 1118 * this point.
1147 * middle contains the highest visibility face. 1119 * middle contains the highest visibility face.
1162 * 1) top face is set, need middle to be set. 1134 * 1) top face is set, need middle to be set.
1163 * 2) middle is set, need to set top. 1135 * 2) middle is set, need to set top.
1164 * 3) neither middle or top is set - need to set both. 1136 * 3) neither middle or top is set - need to set both.
1165 */ 1137 */
1166 1138
1167 for (tmp = last; tmp; tmp = tmp->below) 1139 for (object *tmp = last; tmp; tmp = tmp->below)
1168 { 1140 {
1169 /* Once we get to a floor, stop, since we already have a floor object */ 1141 /* Once we get to a floor, stop, since we already have a floor object */
1170 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1142 if (tmp->flag [FLAG_IS_FLOOR])
1171 break; 1143 break;
1172 1144
1173 /* If two top faces are already set, quit processing */ 1145 /* If two top faces are already set, quit processing */
1174 if (top && middle) 1146 if (top && middle)
1175 break; 1147 break;
1213 faces_obj [1] = middle; 1185 faces_obj [1] = middle;
1214 faces_obj [2] = floor; 1186 faces_obj [2] = floor;
1215#endif 1187#endif
1216} 1188}
1217 1189
1218uint64 1190maptile *
1219mapspace::volume () const
1220{
1221 uint64 vol = 0;
1222
1223 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1224 vol += op->volume ();
1225
1226 return vol;
1227}
1228
1229bool
1230maptile::tile_available (int dir, bool load) 1191maptile::tile_available (int dir, bool load)
1231{ 1192{
1232 if (!tile_path[dir]) 1193 if (tile_path[dir])
1233 return 0; 1194 {
1234
1235 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1236 return 1; 1196 return tile_map[dir];
1237 1197
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1; 1199 return tile_map[dir];
1200 }
1240 1201
1241 return 0; 1202 return 0;
1242} 1203}
1243 1204
1244/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1469 * 1430 *
1470 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
1471 * closest body part of 'op1' 1432 * closest body part of 'op1'
1472 */ 1433 */
1473void 1434void
1474get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1475{ 1436{
1476 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1477 { 1438 {
1478 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1479 retval->distance = 10000; 1440 retval->distance = 10000;
1480 retval->distance_x = 10000; 1441 retval->distance_x = 10000;
1481 retval->distance_y = 10000; 1442 retval->distance_y = 10000;
1482 retval->direction = 0; 1443 retval->direction = 0;
1483 retval->part = 0; 1444 retval->part = 0;
1484 } 1445 }
1485 else 1446 else
1486 { 1447 {
1487 object *best;
1488
1489 retval->distance_x += op2->x - op1->x; 1448 retval->distance_x += op2->x - op1->x;
1490 retval->distance_y += op2->y - op1->y; 1449 retval->distance_y += op2->y - op1->y;
1491 1450
1492 best = op1; 1451 object *best = op1;
1452
1493 /* If this is multipart, find the closest part now */ 1453 /* If this is multipart, find the closest part now */
1494 if (!(flags & 0x1) && op1->more) 1454 if (!(flags & 1) && op1->more)
1495 { 1455 {
1496 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1456 int best_distance = idistance (retval->distance_x, retval->distance_y);
1497 1457
1498 /* we just take the offset of the piece to head to figure 1458 /* we just take the offset of the piece to head to figure
1499 * distance instead of doing all that work above again 1459 * distance instead of doing all that work above again
1500 * since the distance fields we set above are positive in the 1460 * since the distance fields we set above are positive in the
1501 * same axis as is used for multipart objects, the simply arithmetic 1461 * same axis as is used for multipart objects, the simply arithmetic
1502 * below works. 1462 * below works.
1503 */ 1463 */
1504 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1505 { 1465 {
1506 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1466 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1507 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1467
1508 if (tmpi < best_distance) 1468 if (tmpi < best_distance)
1509 { 1469 {
1510 best_distance = tmpi; 1470 best_distance = tmpi;
1511 best = tmp; 1471 best = tmp;
1512 } 1472 }
1513 } 1473 }
1514 1474
1515 if (best != op1) 1475 if (best != op1)
1516 { 1476 {
1517 retval->distance_x += op1->x - best->x; 1477 retval->distance_x += op1->x - best->x;
1518 retval->distance_y += op1->y - best->y; 1478 retval->distance_y += op1->y - best->y;
1519 } 1479 }
1520 } 1480 }
1521 1481
1522 retval->part = best; 1482 retval->part = best;
1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1483 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1525 } 1485 }
1526} 1486}
1527 1487
1528/* this is basically the same as get_rangevector above, but instead of 1488/* this is basically the same as get_rangevector above, but instead of
1529 * the first parameter being an object, it instead is the map 1489 * the first parameter being an object, it instead is the map
1539get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1499get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1540{ 1500{
1541 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1542 { 1502 {
1543 /* be conservative and fill in _some_ data */ 1503 /* be conservative and fill in _some_ data */
1544 retval->distance = 100000; 1504 retval->distance = 100000;
1545 retval->distance_x = 32767; 1505 retval->distance_x = 32767;
1546 retval->distance_y = 32767; 1506 retval->distance_y = 32767;
1547 retval->direction = 0; 1507 retval->direction = 0;
1548 retval->part = 0; 1508 retval->part = 0;
1549 } 1509 }
1550 else 1510 else
1551 { 1511 {
1552 retval->distance_x += op2->x - x; 1512 retval->distance_x += op2->x - x;
1553 retval->distance_y += op2->y - y; 1513 retval->distance_y += op2->y - y;
1554 1514
1555 retval->part = NULL; 1515 retval->part = 0;
1556 retval->distance = idistance (retval->distance_x, retval->distance_y); 1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1557 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1558 } 1518 }
1559} 1519}
1560 1520
1561/* Returns true of op1 and op2 are effectively on the same map 1521/* Returns true of op1 and op2 are effectively on the same map
1562 * (as related to map tiling). Note that this looks for a path from 1522 * (as related to map tiling). Note that this looks for a path from
1572 int dx, dy; 1532 int dx, dy;
1573 1533
1574 return adjacent_map (op1->map, op2->map, &dx, &dy); 1534 return adjacent_map (op1->map, op2->map, &dx, &dy);
1575} 1535}
1576 1536
1537//-GPL
1538
1577object * 1539object *
1578maptile::insert (object *op, int x, int y, object *originator, int flags) 1540maptile::insert (object *op, int x, int y, object *originator, int flags)
1579{ 1541{
1580 if (!op->flag [FLAG_REMOVED])
1581 op->remove ();
1582
1583 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1542 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1584} 1543}
1585 1544
1586region * 1545region *
1587maptile::region (int x, int y) const 1546maptile::region (int x, int y) const
1596 return default_region; 1555 return default_region;
1597 1556
1598 return ::region::default_region (); 1557 return ::region::default_region ();
1599} 1558}
1600 1559
1560//+GPL
1561
1601/* picks a random object from a style map. 1562/* picks a random object from a style map.
1602 * Redone by MSW so it should be faster and not use static
1603 * variables to generate tables.
1604 */ 1563 */
1605object * 1564object *
1606maptile::pick_random_object () const 1565maptile::pick_random_object (rand_gen &gen) const
1607{ 1566{
1608 /* while returning a null object will result in a crash, that 1567 /* while returning a null object will result in a crash, that
1609 * is actually preferable to an infinite loop. That is because 1568 * is actually preferable to an infinite loop. That is because
1610 * most servers will automatically restart in case of crash. 1569 * most servers will automatically restart in case of crash.
1611 * Change the logic on getting the random space - shouldn't make 1570 * Change the logic on getting the random space - shouldn't make
1612 * any difference, but this seems clearer to me. 1571 * any difference, but this seems clearer to me.
1613 */ 1572 */
1614 for (int i = 1000; --i;) 1573 for (int i = 1000; --i;)
1615 { 1574 {
1616 object *pick = at (rndm (width), rndm (height)).bot; 1575 object *pick = at (gen (width), gen (height)).bot;
1617 1576
1618 // do not prefer big monsters just because they are big. 1577 // must be head: do not prefer big monsters just because they are big.
1619 if (pick && pick->head_ () == pick) 1578 if (pick && pick->is_head ())
1620 return pick->head_ (); 1579 return pick;
1621 } 1580 }
1622 1581
1623 // instead of crashing in the unlikely(?) case, try to return *something* 1582 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return get_archetype ("blocked"); 1583 return archetype::find (shstr_bug);
1625} 1584}
1585
1586//-GPL
1626 1587
1627void 1588void
1628maptile::play_sound (faceidx sound, int x, int y) const 1589maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1590{
1630 if (!sound) 1591 if (!sound)
1631 return; 1592 return;
1632 1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1633 for_all_players (pl) 1610 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns) 1611 if (client *ns = pl->ns)
1636 { 1612 {
1637 int dx = x - pl->ob->x; 1613 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y; 1614 int dy = y - pl->ob->y;
1639 1615
1640 int distance = idistance (dx, dy); 1616 int distance = idistance (dx, dy);
1641 1617
1642 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy); 1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1644 } 1620 }
1645} 1621}
1646 1622
1623dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1690{
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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