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Comparing deliantra/server/common/map.C (file contents):
Revision 1.125 by root, Thu Sep 6 06:53:05 2007 UTC vs.
Revision 1.202 by root, Fri Apr 22 06:10:32 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 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)
316 {
317 op->carrying = 0;
335 sum_weight (op); 318 op->update_weight ();
319 }
336 320
337 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 }
338 } 344 }
339 345
340 continue; 346 continue;
341 347
342 case KW_EOF: 348 case KW_EOF:
418 return false; 424 return false;
419 425
420 return freezer.save (path); 426 return freezer.save (path);
421} 427}
422 428
423maptile::maptile () 429void
430maptile::init ()
424{ 431{
425 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
426 433
427 /* The maps used to pick up default x and y values from the 434 /* The maps used to pick up default x and y values from the
428 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
429 */ 436 */
430 width = 16; 437 width = 16;
431 height = 16; 438 height = 16;
432 timeout = 300; 439 timeout = 300;
433 max_nrof = 1000; // 1000 items of anything 440 max_items = MAX_ITEM_PER_ACTION;
434 max_volume = 2000000; // 2m³ 441 max_volume = 2000000; // 2m³
435}
436
437maptile::maptile (int w, int h)
438{
439 in_memory = MAP_SWAPPED;
440
441 width = w;
442 height = h;
443 reset_timeout = 0; 442 reset_timeout = 0;
444 timeout = 300;
445 enter_x = 0; 443 enter_x = 0;
446 enter_y = 0; 444 enter_y = 0;
445}
446
447maptile::maptile ()
448{
449 init ();
450}
451
452maptile::maptile (int w, int h)
453{
454 init ();
455
456 width = w;
457 height = h;
447 458
448 alloc (); 459 alloc ();
449} 460}
450 461
451/* 462/*
459 if (spaces) 470 if (spaces)
460 return; 471 return;
461 472
462 spaces = salloc0<mapspace> (size ()); 473 spaces = salloc0<mapspace> (size ());
463} 474}
475
476//+GPL
464 477
465/* Takes a string from a map definition and outputs a pointer to the array of shopitems 478/* Takes a string from a map definition and outputs a pointer to the array of shopitems
466 * corresponding to that string. Memory is allocated for this, it must be freed 479 * corresponding to that string. Memory is allocated for this, it must be freed
467 * at a later date. 480 * at a later date.
468 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
545 return items; 558 return items;
546} 559}
547 560
548/* opposite of parse string, this puts the string that was originally fed in to 561/* opposite of parse string, this puts the string that was originally fed in to
549 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
550static void 563static const char *
551print_shop_string (maptile *m, char *output_string) 564print_shop_string (maptile *m)
552{ 565{
553 int i; 566 static dynbuf_text buf; buf.clear ();
554 char tmp[MAX_BUF]; 567 bool first = true;
555 568
556 strcpy (output_string, "");
557 for (i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
558 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
559 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
560 { 577 {
561 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 579 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
563 else 580 else
564 sprintf (tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
565 } 582 }
566 else 583 else
567 { 584 {
568 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
569 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
570 else 587 else
571 sprintf (tmp, "*"); 588 buf.printf ("*");
572 } 589 }
573
574 strcat (output_string, tmp);
575 } 590 }
591
592 return buf;
576} 593}
594
595//-GPL
577 596
578/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
579 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
580 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
581 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
595 { 614 {
596 case KW_msg: 615 case KW_msg:
597 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
598 break; 617 break;
599 618
600 case KW_lore: // CF+ extension 619 case KW_lore: // deliantra extension
601 thawer.get_ml (KW_endlore, maplore); 620 thawer.get_ml (KW_endlore, maplore);
602 break; 621 break;
603 622
604 case KW_maplore: 623 case KW_maplore:
605 thawer.get_ml (KW_endmaplore, maplore); 624 thawer.get_ml (KW_endmaplore, maplore);
622 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break; 645 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633 646
634 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 648 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 649 case KW_no_reset: thawer.get (no_reset); break;
650 case KW_no_drop: thawer.get (no_drop); break;
637 651
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 654
641 // old names new names 655 // old names new names
642 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 656 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
643 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 657 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
651 665
652 case KW_tile_path_1: thawer.get (tile_path [0]); break; 666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
653 case KW_tile_path_2: thawer.get (tile_path [1]); break; 667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
654 case KW_tile_path_3: thawer.get (tile_path [2]); break; 668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
655 case KW_tile_path_4: thawer.get (tile_path [3]); break; 669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
670 case KW_tile_path_5: thawer.get (tile_path [4]); break;
671 case KW_tile_path_6: thawer.get (tile_path [5]); break;
656 672
657 case KW_ERROR: 673 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value); 674 set_key_text (thawer.kw_str, thawer.value);
659 break; 675 break;
660 676
661 case KW_end: 677 case KW_end:
662 thawer.next (); 678 thawer.next ();
663 return true; 679 return true;
664 680
665 default: 681 default:
666 if (!thawer.parse_error ("map", 0)) 682 if (!thawer.parse_error ("map"))
667 return false; 683 return false;
668 break; 684 break;
669 } 685 }
670 686
671 thawer.next (); 687 thawer.next ();
672 } 688 }
673 689
674 abort (); 690 abort ();
675} 691}
692
693//+GPL
676 694
677/****************************************************************************** 695/******************************************************************************
678 * This is the start of unique map handling code 696 * This is the start of unique map handling code
679 *****************************************************************************/ 697 *****************************************************************************/
680 698
687 int unique = 0; 705 int unique = 0;
688 for (object *op = spaces [i].bot; op; ) 706 for (object *op = spaces [i].bot; op; )
689 { 707 {
690 object *above = op->above; 708 object *above = op->above;
691 709
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 710 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
693 unique = 1; 711 unique = 1;
694 712
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 713 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 714 op->destroy ();
699 }
700 715
701 op = above; 716 op = above;
702 } 717 }
703 } 718 }
704} 719}
705 720
721//-GPL
722
706bool 723bool
707maptile::_save_header (object_freezer &freezer) 724maptile::_save_header (object_freezer &freezer)
708{ 725{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k) 726#define MAP_OUT(k) freezer.put (KW(k), k)
710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 727#define MAP_OUT2(k,v) freezer.put (KW(k), v)
711 728
712 MAP_OUT2 (arch, "map"); 729 MAP_OUT2 (arch, CS(map));
713 730
714 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
723 740
724 if (shopitems) 741 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed); 742 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
733 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
735 MAP_OUT (darkness); 746
736 MAP_OUT (width); 747 MAP_OUT (width);
737 MAP_OUT (height); 748 MAP_OUT (height);
738 MAP_OUT (enter_x); 749 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 750 MAP_OUT (enter_y);
740 751 MAP_OUT (darkness);
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor); 752 MAP_OUT (outdoor);
745 MAP_OUT (temp); 753
746 MAP_OUT (pressure); 754 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 MAP_OUT (humid); 755 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751 756
752 MAP_OUT (per_player); 757 MAP_OUT (per_player);
753 MAP_OUT (per_party); 758 MAP_OUT (per_party);
754 759
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 760 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
765 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
759 766
760 freezer.put (this); 767 freezer.put (this);
761 freezer.put (KW_end); 768 freezer.put (KW(end));
762 769
763 return true; 770 return true;
764} 771}
765 772
766bool 773bool
772 return false; 779 return false;
773 780
774 return freezer.save (path); 781 return freezer.save (path);
775} 782}
776 783
784//+GPL
785
777/* 786/*
778 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
779 */ 788 */
780void 789void
781maptile::clear () 790maptile::clear ()
782{ 791{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces) 792 if (spaces)
787 { 793 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot) 795 while (object *op = ms->bot)
790 { 796 {
797 // manually remove, as to not trigger anything
798 if (ms->bot = op->above)
799 ms->bot->below = 0;
800
801 op->flag [FLAG_REMOVED] = true;
802
791 op = op->head_ (); 803 object *head = op->head_ ();
792 op->destroy_inv (false); 804 if (op == head)
793 op->destroy (); 805 op->destroy ();
806 else if (head->map != op->map)
807 {
808 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
809 head->destroy ();
810 }
794 } 811 }
795 812
796 sfree (spaces, size ()), spaces = 0; 813 sfree0 (spaces, size ());
797 } 814 }
798 815
799 if (buttons) 816 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0; 817 free_objectlinkpt (buttons), buttons = 0;
818
819 sfree0 (regions, size ());
820 delete [] regionmap; regionmap = 0;
801} 821}
802 822
803void 823void
804maptile::clear_header () 824maptile::clear_header ()
805{ 825{
807 msg = 0; 827 msg = 0;
808 maplore = 0; 828 maplore = 0;
809 shoprace = 0; 829 shoprace = 0;
810 delete [] shopitems, shopitems = 0; 830 delete [] shopitems, shopitems = 0;
811 831
812 for (int i = 0; i < 4; i++) 832 for (int i = 0; i < TILE_NUM; i++)
813 tile_path [i] = 0; 833 tile_path [i] = 0;
814} 834}
815 835
816maptile::~maptile () 836maptile::~maptile ()
817{ 837{
838 858
839 clear (); 859 clear ();
840} 860}
841 861
842/* decay and destroy perishable items in a map */ 862/* decay and destroy perishable items in a map */
863// TODO: should be done regularly, not on map load?
843void 864void
844maptile::do_decay_objects () 865maptile::do_decay_objects ()
845{ 866{
846 if (!spaces) 867 if (!spaces)
847 return; 868 return;
849 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 870 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above) 871 for (object *above, *op = ms->bot; op; op = above)
851 { 872 {
852 above = op->above; 873 above = op->above;
853 874
875 // do not decay anything above unique floor tiles (yet :)
876 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
877 break;
878
854 bool destroy = 0; 879 bool destroy = 0;
855 880
856 // do not decay anything above unique floor tiles (yet :) 881 if (op->flag [FLAG_IS_FLOOR]
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 882 || op->flag [FLAG_OBJ_ORIGINAL]
858 break; 883 || op->flag [FLAG_UNIQUE]
859 884 || op->flag [FLAG_OVERLAY_FLOOR]
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 885 || op->flag [FLAG_UNPAID]
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ()) 886 || op->is_alive ())
866 ; // do not decay 887 ; // do not decay
867 else if (op->is_weapon ()) 888 else if (op->is_weapon ())
868 { 889 {
869 op->stats.dam--; 890 op->stats.dam--;
894 || mat & M_LIQUID 915 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1) 916 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1) 917 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 918 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 919 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32)) 920 //|| (mat & M_ICE && temp > 32)
921 )
900 destroy = 1; 922 destroy = 1;
901 } 923 }
902 924
903 /* adjust overall chance below */ 925 /* adjust overall chance below */
904 if (destroy && rndm (0, 1)) 926 if (destroy && rndm (0, 1))
905 op->destroy (); 927 op->destroy ();
906 }
907}
908
909/*
910 * Updates every button on the map (by calling update_button() for them).
911 */
912void
913maptile::update_buttons ()
914{
915 for (oblinkpt *obp = buttons; obp; obp = obp->next)
916 for (objectlink *ol = obp->link; ol; ol = ol->next)
917 {
918 if (!ol->ob)
919 {
920 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
921 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922 continue;
923 }
924
925 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
926 {
927 update_button (ol->ob);
928 break;
929 }
930 } 928 }
931} 929}
932 930
933/* 931/*
934 * This routine is supposed to find out the difficulty of the map. 932 * This routine is supposed to find out the difficulty of the map.
935 * difficulty does not have a lot to do with character level, 933 * difficulty does not have a lot to do with character level,
936 * but does have a lot to do with treasure on the map. 934 * but does have a lot to do with treasure on the map.
937 * 935 *
938 * Difficulty can now be set by the map creature. If the value stored 936 * Difficulty can now be set by the map creator. If the value stored
939 * in the map is zero, then use this routine. Maps should really 937 * in the map is zero, then use this routine. Maps should really
940 * have a difficulty set than using this function - human calculation 938 * have a difficulty set rather than using this function - human calculation
941 * is much better than this functions guesswork. 939 * is much better than this function's guesswork.
942 */ 940 */
943int 941int
944maptile::estimate_difficulty () const 942maptile::estimate_difficulty () const
945{ 943{
946 long monster_cnt = 0; 944 long monster_cnt = 0;
948 sint64 total_exp = 0; 946 sint64 total_exp = 0;
949 947
950 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 948 for (mapspace *ms = spaces + size (); ms-- > spaces; )
951 for (object *op = ms->bot; op; op = op->above) 949 for (object *op = ms->bot; op; op = op->above)
952 { 950 {
953 if (QUERY_FLAG (op, FLAG_MONSTER)) 951 if (op->flag [FLAG_MONSTER])
954 { 952 {
955 total_exp += op->stats.exp; 953 total_exp += op->stats.exp;
956 monster_cnt++; 954 monster_cnt++;
957 } 955 }
958 956
959 if (QUERY_FLAG (op, FLAG_GENERATOR)) 957 if (op->flag [FLAG_GENERATOR])
960 { 958 {
961 total_exp += op->stats.exp; 959 total_exp += op->stats.exp;
962 960
963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 961 if (archetype *at = op->other_arch)
962 {
964 total_exp += at->stats.exp * 8; 963 total_exp += at->stats.exp * 8;
965
966 monster_cnt++; 964 monster_cnt++;
965 }
966
967 for (object *inv = op->inv; inv; inv = inv->below)
968 {
969 total_exp += op->stats.exp * 8;
970 monster_cnt++;
971 }
967 } 972 }
968 } 973 }
969 974
970 avgexp = (double) total_exp / monster_cnt; 975 avgexp = (double) total_exp / monster_cnt;
971 976
984 * postive values make it darker, negative make it brighter 989 * postive values make it darker, negative make it brighter
985 */ 990 */
986int 991int
987maptile::change_map_light (int change) 992maptile::change_map_light (int change)
988{ 993{
989 int new_level = darkness + change;
990
991 /* Nothing to do */ 994 /* Nothing to do */
992 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 995 if (!change)
993 return 0; 996 return 0;
994 997
995 /* inform all players on the map */ 998 /* inform all players on the map */
996 if (change > 0) 999 if (change > 0)
997 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1000 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
998 else 1001 else
999 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1002 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1000 1003
1001 /* Do extra checking. since darkness is a unsigned value, 1004 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1002 * we need to be extra careful about negative values.
1003 * In general, the checks below are only needed if change
1004 * is not +/-1
1005 */
1006 if (new_level < 0)
1007 darkness = 0;
1008 else if (new_level >= MAX_DARKNESS)
1009 darkness = MAX_DARKNESS;
1010 else
1011 darkness = new_level;
1012 1005
1013 /* All clients need to get re-updated for the change */ 1006 /* All clients need to get re-updated for the change */
1014 update_all_map_los (this); 1007 update_all_map_los (this);
1008
1015 return 1; 1009 return 1;
1016} 1010}
1017 1011
1018/* 1012/*
1019 * This function updates various attributes about a specific space 1013 * This function updates various attributes about a specific space
1022 * through, etc) 1016 * through, etc)
1023 */ 1017 */
1024void 1018void
1025mapspace::update_ () 1019mapspace::update_ ()
1026{ 1020{
1027 object *tmp, *last = 0; 1021 object *last = 0;
1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1022 uint8 flags = P_UPTODATE;
1023 sint8 light = 0;
1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1024 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1025 uint64_t volume = 0;
1026 uint32_t items = 0;
1027 object *anywhere = 0;
1028 uint8_t middle_visibility = 0;
1030 1029
1031 //object *middle = 0; 1030 //object *middle = 0;
1032 //object *top = 0; 1031 //object *top = 0;
1033 //object *floor = 0; 1032 //object *floor = 0;
1034 // this seems to generate better code than using locals, above 1033 // this seems to generate better code than using locals, above
1035 object *&top = faces_obj[0] = 0; 1034 object *&top = faces_obj[0] = 0;
1036 object *&middle = faces_obj[1] = 0; 1035 object *&middle = faces_obj[1] = 0;
1037 object *&floor = faces_obj[2] = 0; 1036 object *&floor = faces_obj[2] = 0;
1038 1037
1038 object::flags_t allflags; // all flags of all objects or'ed together
1039
1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1040 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1040 { 1041 {
1041 /* This could be made additive I guess (two lights better than 1042 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1042 * one). But if so, it shouldn't be a simple additive - 2
1043 * light bulbs do not illuminate twice as far as once since
1044 * it is a dissapation factor that is cubed.
1045 */
1046 if (tmp->glow_radius > light)
1047 light = tmp->glow_radius; 1043 light += tmp->glow_radius;
1048 1044
1049 /* This call is needed in order to update objects the player 1045 /* This call is needed in order to update objects the player
1050 * is standing in that have animations (ie, grass, fire, etc). 1046 * is standing in that have animations (ie, grass, fire, etc).
1051 * However, it also causes the look window to be re-drawn 1047 * However, it also causes the look window to be re-drawn
1052 * 3 times each time the player moves, because many of the 1048 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1049 * functions the move_player calls eventualy call this.
1054 * 1050 *
1055 * Always put the player down for drawing. 1051 * Always put the player down for drawing.
1056 */ 1052 */
1057 if (!tmp->invisible) 1053 if (expect_true (!tmp->invisible))
1058 { 1054 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1055 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1056 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1057 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1058 {
1063 /* If we got a floor, that means middle and top were below it, 1059 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them. 1060 * so should not be visible, so we clear them.
1065 */ 1061 */
1066 middle = 0; 1062 middle = 0;
1067 top = 0; 1063 top = 0;
1068 floor = tmp; 1064 floor = tmp;
1065 volume = 0;
1066 items = 0;
1069 } 1067 }
1070 /* Flag anywhere have high priority */ 1068 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1069 {
1070 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1071 {
1072 ++items;
1073 volume += tmp->volume ();
1074 }
1075
1076 /* Flag anywhere have high priority */
1077 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1078 anywhere = tmp;
1079
1080 /* Find the highest visible face around. If equal
1081 * visibilities, we still want the one nearer to the
1082 * top
1083 */
1084 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1085 {
1086 middle_visibility = ::faces [tmp->face].visibility;
1073 middle = tmp; 1087 middle = tmp;
1074 anywhere = 1; 1088 }
1075 } 1089 }
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081 middle = tmp;
1082 }
1083
1084 if (tmp == tmp->above)
1085 {
1086 LOG (llevError, "Error in structure of map\n");
1087 exit (-1);
1088 } 1090 }
1089 1091
1090 move_slow |= tmp->move_slow; 1092 move_slow |= tmp->move_slow;
1091 move_block |= tmp->move_block; 1093 move_block |= tmp->move_block;
1092 move_on |= tmp->move_on; 1094 move_on |= tmp->move_on;
1093 move_off |= tmp->move_off; 1095 move_off |= tmp->move_off;
1094 move_allow |= tmp->move_allow; 1096 move_allow |= tmp->move_allow;
1095 1097
1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1098 allflags |= tmp->flag;
1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1099
1098 if (tmp->type == PLAYER) flags |= P_PLAYER; 1100 if (tmp->type == PLAYER) flags |= P_PLAYER;
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1101 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 } 1102 }
1103 1103
1104 this->light = light; 1104 // FLAG_SEE_ANYWHERE takes precedence
1105 if (anywhere)
1106 middle = anywhere;
1107
1108 // ORing all flags together and checking them here is much faster
1109 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1110 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1111 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1112 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1113
1114 this->light = min (light, MAX_LIGHT_RADIUS);
1105 this->flags_ = flags; 1115 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow; 1116 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on; 1117 this->move_on = move_on;
1108 this->move_off = move_off; 1118 this->move_off = move_off;
1109 this->move_slow = move_slow; 1119 this->move_slow = move_slow;
1120 this->volume_ = (volume + 1023) / 1024;
1121 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1110 1122
1111 /* At this point, we have a floor face (if there is a floor), 1123 /* At this point, we have a floor face (if there is a floor),
1112 * and the floor is set - we are not going to touch it at 1124 * and the floor is set - we are not going to touch it at
1113 * this point. 1125 * this point.
1114 * middle contains the highest visibility face. 1126 * middle contains the highest visibility face.
1129 * 1) top face is set, need middle to be set. 1141 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top. 1142 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both. 1143 * 3) neither middle or top is set - need to set both.
1132 */ 1144 */
1133 1145
1134 for (tmp = last; tmp; tmp = tmp->below) 1146 for (object *tmp = last; tmp; tmp = tmp->below)
1135 { 1147 {
1136 /* Once we get to a floor, stop, since we already have a floor object */ 1148 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1149 if (tmp->flag [FLAG_IS_FLOOR])
1138 break; 1150 break;
1139 1151
1140 /* If two top faces are already set, quit processing */ 1152 /* If two top faces are already set, quit processing */
1141 if (top && middle) 1153 if (top && middle)
1142 break; 1154 break;
1180 faces_obj [1] = middle; 1192 faces_obj [1] = middle;
1181 faces_obj [2] = floor; 1193 faces_obj [2] = floor;
1182#endif 1194#endif
1183} 1195}
1184 1196
1185uint64 1197maptile *
1186mapspace::volume () const
1187{
1188 uint64 vol = 0;
1189
1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
1192
1193 return vol;
1194}
1195
1196bool
1197maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1198{ 1199{
1199 if (!tile_path[dir]) 1200 if (tile_path[dir])
1200 return 0; 1201 {
1201 1202 // map is there and we don't need to load it OR it's loaded => return what we have
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1203 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return 1; 1204 return tile_map[dir];
1204 1205
1206 // well, try to locate it then, if possible - maybe it's there already
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1207 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return 1; 1208 return tile_map[dir];
1209 }
1207 1210
1208 return 0; 1211 return 0;
1209} 1212}
1210 1213
1211/* this returns TRUE if the coordinates (x,y) are out of 1214/* this returns TRUE if the coordinates (x,y) are out of
1320/** 1323/**
1321 * Return whether map2 is adjacent to map1. If so, store the distance from 1324 * Return whether map2 is adjacent to map1. If so, store the distance from
1322 * map1 to map2 in dx/dy. 1325 * map1 to map2 in dx/dy.
1323 */ 1326 */
1324int 1327int
1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1328adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1326{ 1329{
1327 if (!map1 || !map2) 1330 if (!map1 || !map2)
1328 return 0; 1331 return 0;
1329 1332
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1333 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1332 if (map1 == map2) 1335 if (map1 == map2)
1333 { 1336 {
1334 *dx = 0; 1337 *dx = 0;
1335 *dy = 0; 1338 *dy = 0;
1336 } 1339 }
1337 else if (map1->tile_map[0] == map2) 1340 else if (map1->tile_available (TILE_NORTH, false) == map2)
1338 { /* up */ 1341 {
1339 *dx = 0; 1342 *dx = 0;
1340 *dy = -map2->height; 1343 *dy = -map2->height;
1341 } 1344 }
1342 else if (map1->tile_map[1] == map2) 1345 else if (map1->tile_available (TILE_EAST , false) == map2)
1343 { /* right */ 1346 {
1344 *dx = map1->width; 1347 *dx = map1->width;
1345 *dy = 0; 1348 *dy = 0;
1346 } 1349 }
1347 else if (map1->tile_map[2] == map2) 1350 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1348 { /* down */ 1351 {
1349 *dx = 0; 1352 *dx = 0;
1350 *dy = map1->height; 1353 *dy = map1->height;
1351 } 1354 }
1352 else if (map1->tile_map[3] == map2) 1355 else if (map1->tile_available (TILE_WEST , false) == map2)
1353 { /* left */ 1356 {
1354 *dx = -map2->width; 1357 *dx = -map2->width;
1355 *dy = 0; 1358 *dy = 0;
1356 } 1359 }
1357 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1360 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1358 { /* up right */ 1361 { /* up right */
1359 *dx = map1->tile_map[0]->width; 1362 *dx = +map1->tile_map[TILE_NORTH]->width;
1360 *dy = -map1->tile_map[0]->height; 1363 *dy = -map1->tile_map[TILE_NORTH]->height;
1361 } 1364 }
1362 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1365 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1363 { /* up left */ 1366 { /* up left */
1364 *dx = -map2->width; 1367 *dx = -map2->width;
1365 *dy = -map1->tile_map[0]->height; 1368 *dy = -map1->tile_map[TILE_NORTH]->height;
1366 } 1369 }
1367 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1370 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1368 { /* right up */ 1371 { /* right up */
1369 *dx = map1->width; 1372 *dx = +map1->width;
1370 *dy = -map2->height; 1373 *dy = -map2->height;
1371 } 1374 }
1372 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1375 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1373 { /* right down */ 1376 { /* right down */
1374 *dx = map1->width; 1377 *dx = +map1->width;
1375 *dy = map1->tile_map[1]->height; 1378 *dy = +map1->tile_map[TILE_EAST]->height;
1376 } 1379 }
1377 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1380 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1378 { /* down right */ 1381 { /* down right */
1379 *dx = map1->tile_map[2]->width; 1382 *dx = +map1->tile_map[TILE_SOUTH]->width;
1380 *dy = map1->height; 1383 *dy = +map1->height;
1381 } 1384 }
1382 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1385 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1383 { /* down left */ 1386 { /* down left */
1384 *dx = -map2->width; 1387 *dx = -map2->width;
1385 *dy = map1->height; 1388 *dy = +map1->height;
1386 } 1389 }
1387 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1390 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1388 { /* left up */ 1391 { /* left up */
1389 *dx = -map1->tile_map[3]->width; 1392 *dx = -map1->tile_map[TILE_WEST]->width;
1390 *dy = -map2->height; 1393 *dy = -map2->height;
1391 } 1394 }
1392 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1395 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1393 { /* left down */ 1396 { /* left down */
1394 *dx = -map1->tile_map[3]->width; 1397 *dx = -map1->tile_map[TILE_WEST]->width;
1395 *dy = map1->tile_map[3]->height; 1398 *dy = +map1->tile_map[TILE_WEST]->height;
1396 } 1399 }
1397 else 1400 else
1398 return 0; 1401 return 0;
1399 1402
1400 return 1; 1403 return 1;
1436 * 1439 *
1437 * currently, the only flag supported (0x1) is don't translate for 1440 * currently, the only flag supported (0x1) is don't translate for
1438 * closest body part of 'op1' 1441 * closest body part of 'op1'
1439 */ 1442 */
1440void 1443void
1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1444get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1442{ 1445{
1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1446 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1444 { 1447 {
1445 /* be conservative and fill in _some_ data */ 1448 /* be conservative and fill in _some_ data */
1446 retval->distance = 10000; 1449 retval->distance = 10000;
1447 retval->distance_x = 10000; 1450 retval->distance_x = 10000;
1448 retval->distance_y = 10000; 1451 retval->distance_y = 10000;
1449 retval->direction = 0; 1452 retval->direction = 0;
1450 retval->part = 0; 1453 retval->part = 0;
1451 } 1454 }
1452 else 1455 else
1453 { 1456 {
1454 object *best;
1455
1456 retval->distance_x += op2->x - op1->x; 1457 retval->distance_x += op2->x - op1->x;
1457 retval->distance_y += op2->y - op1->y; 1458 retval->distance_y += op2->y - op1->y;
1458 1459
1459 best = op1; 1460 object *best = op1;
1461
1460 /* If this is multipart, find the closest part now */ 1462 /* If this is multipart, find the closest part now */
1461 if (!(flags & 0x1) && op1->more) 1463 if (!(flags & 1) && op1->more)
1462 { 1464 {
1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1465 int best_distance = idistance (retval->distance_x, retval->distance_y);
1464 1466
1465 /* we just take the offset of the piece to head to figure 1467 /* we just take the offset of the piece to head to figure
1466 * distance instead of doing all that work above again 1468 * distance instead of doing all that work above again
1467 * since the distance fields we set above are positive in the 1469 * since the distance fields we set above are positive in the
1468 * same axis as is used for multipart objects, the simply arithmetic 1470 * same axis as is used for multipart objects, the simply arithmetic
1469 * below works. 1471 * below works.
1470 */ 1472 */
1471 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1473 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1472 { 1474 {
1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1475 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1476
1475 if (tmpi < best_distance) 1477 if (tmpi < best_distance)
1476 { 1478 {
1477 best_distance = tmpi; 1479 best_distance = tmpi;
1478 best = tmp; 1480 best = tmp;
1479 } 1481 }
1480 } 1482 }
1481 1483
1482 if (best != op1) 1484 if (best != op1)
1483 { 1485 {
1484 retval->distance_x += op1->x - best->x; 1486 retval->distance_x += op1->x - best->x;
1485 retval->distance_y += op1->y - best->y; 1487 retval->distance_y += op1->y - best->y;
1486 } 1488 }
1487 } 1489 }
1488 1490
1489 retval->part = best; 1491 retval->part = best;
1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1492 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1493 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1492 } 1494 }
1493} 1495}
1494 1496
1495/* this is basically the same as get_rangevector above, but instead of 1497/* this is basically the same as get_rangevector above, but instead of
1496 * the first parameter being an object, it instead is the map 1498 * the first parameter being an object, it instead is the map
1501 * be more consistant with the above function and also in case they are needed 1503 * be more consistant with the above function and also in case they are needed
1502 * for something in the future. Also, since no object is pasted, the best 1504 * for something in the future. Also, since no object is pasted, the best
1503 * field of the rv_vector is set to NULL. 1505 * field of the rv_vector is set to NULL.
1504 */ 1506 */
1505void 1507void
1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1508get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1507{ 1509{
1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1510 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1509 { 1511 {
1510 /* be conservative and fill in _some_ data */ 1512 /* be conservative and fill in _some_ data */
1511 retval->distance = 100000; 1513 retval->distance = 100000;
1512 retval->distance_x = 32767; 1514 retval->distance_x = 32767;
1513 retval->distance_y = 32767; 1515 retval->distance_y = 32767;
1514 retval->direction = 0; 1516 retval->direction = 0;
1515 retval->part = 0; 1517 retval->part = 0;
1516 } 1518 }
1517 else 1519 else
1518 { 1520 {
1519 retval->distance_x += op2->x - x; 1521 retval->distance_x += op2->x - x;
1520 retval->distance_y += op2->y - y; 1522 retval->distance_y += op2->y - y;
1521 1523
1522 retval->part = NULL; 1524 retval->part = 0;
1523 retval->distance = idistance (retval->distance_x, retval->distance_y); 1525 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1526 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1525 } 1527 }
1526} 1528}
1527 1529
1528/* Returns true of op1 and op2 are effectively on the same map 1530/* Returns true of op1 and op2 are effectively on the same map
1529 * (as related to map tiling). Note that this looks for a path from 1531 * (as related to map tiling). Note that this looks for a path from
1539 int dx, dy; 1541 int dx, dy;
1540 1542
1541 return adjacent_map (op1->map, op2->map, &dx, &dy); 1543 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542} 1544}
1543 1545
1546//-GPL
1547
1544object * 1548object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags) 1549maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{ 1550{
1547 if (!op->flag [FLAG_REMOVED])
1548 op->remove ();
1549
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1551 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551} 1552}
1552 1553
1553region * 1554region *
1554maptile::region (int x, int y) const 1555maptile::region (int x, int y) const
1563 return default_region; 1564 return default_region;
1564 1565
1565 return ::region::default_region (); 1566 return ::region::default_region ();
1566} 1567}
1567 1568
1569//+GPL
1570
1568/* picks a random object from a style map. 1571/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */ 1572 */
1572object * 1573object *
1573maptile::pick_random_object () const 1574maptile::pick_random_object (rand_gen &gen) const
1574{ 1575{
1575 /* while returning a null object will result in a crash, that 1576 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because 1577 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash. 1578 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make 1579 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me. 1580 * any difference, but this seems clearer to me.
1580 */ 1581 */
1581 for (int i = 1000; --i;) 1582 for (int i = 1000; --i;)
1582 { 1583 {
1583 object *pick = at (rndm (width), rndm (height)).bot; 1584 object *pick = at (gen (width), gen (height)).bot;
1584 1585
1585 // do not prefer big monsters just because they are big. 1586 // must be head: do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick) 1587 if (pick && pick->is_head ())
1587 return pick->head_ (); 1588 return pick;
1588 } 1589 }
1589 1590
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1591 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked"); 1592 return archetype::find (shstr_bug);
1592} 1593}
1594
1595//-GPL
1593 1596
1594void 1597void
1595maptile::play_sound (faceidx sound, int x, int y) const 1598maptile::play_sound (faceidx sound, int x, int y) const
1596{ 1599{
1597 if (!sound) 1600 if (!sound)
1598 return; 1601 return;
1599 1602
1603 for_all_players_on_map (pl, this)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->play_sound (sound, dx, dy);
1613 }
1614}
1615
1616void
1617maptile::say_msg (const char *msg, int x, int y) const
1618{
1600 for_all_players (pl) 1619 for_all_players (pl)
1601 if (pl->observe->map == this)
1602 if (client *ns = pl->ns) 1620 if (client *ns = pl->ns)
1603 { 1621 {
1604 int dx = x - pl->ob->x; 1622 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y; 1623 int dy = y - pl->ob->y;
1606 1624
1607 int distance = idistance (dx, dy); 1625 int distance = idistance (dx, dy);
1608 1626
1609 if (distance <= MAX_SOUND_DISTANCE) 1627 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy); 1628 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611 } 1629 }
1612} 1630}
1613 1631
1632dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1633
1634static void
1635split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1636{
1637 // clip to map to the left
1638 if (x0 < 0)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1641 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1642
1643 if (x1 < 0) // entirely to the left
1644 return;
1645
1646 x0 = 0;
1647 }
1648
1649 // clip to map to the right
1650 if (x1 > m->width)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1653 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1654
1655 if (x0 > m->width) // entirely to the right
1656 return;
1657
1658 x1 = m->width;
1659 }
1660
1661 // clip to map above
1662 if (y0 < 0)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1665 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1666
1667 if (y1 < 0) // entirely above
1668 return;
1669
1670 y0 = 0;
1671 }
1672
1673 // clip to map below
1674 if (y1 > m->height)
1675 {
1676 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1677 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1678
1679 if (y0 > m->height) // entirely below
1680 return;
1681
1682 y1 = m->height;
1683 }
1684
1685 // if we get here, the rect is within the current map
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687
1688 r->m = m;
1689 r->x0 = x0;
1690 r->y0 = y0;
1691 r->x1 = x1;
1692 r->y1 = y1;
1693 r->dx = dx;
1694 r->dy = dy;
1695}
1696
1697maprect *
1698maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1699{
1700 buf.clear ();
1701
1702 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1703
1704 // add end marker
1705 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1706 r->m = 0;
1707
1708 return (maprect *)buf.linearise ();
1709}
1710

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