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Comparing deliantra/server/common/map.C (file contents):
Revision 1.72 by root, Sat Jan 13 23:06:12 2007 UTC vs.
Revision 1.174 by root, Tue Nov 10 05:05:22 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33/* 31//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 32
47/* 33sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 34
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
137 * by the caller. 73 * by the caller.
138 */ 74 */
139int 75int
140blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 77{
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this. 79 * have already checked this.
147 */ 80 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 82 {
150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
151 return 1; 84 return 1;
152 } 85 }
153 86
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 88
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
160 91
161 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 94 * things we need to do for players.
164 */ 95 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0; 97 return 0;
167 98
168 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
174 */ 105 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 107 return 0;
177 108
178 if (ob->head != NULL)
179 ob = ob->head; 109 ob = ob->head_ ();
180 110
181 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
185 */ 115 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 117 {
188 118 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 119 {
192 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
194 * pass through this space. 122 return 1;
195 */ 123 else
196 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
197 { 127 {
198 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
199 return 1; 132 return 1;
200 else 133 }
201 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
202 } 143 }
203 else 144 else
204 { 145 return 1; // unconditional block
205 /* In this case, the player must not have the object - 146
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 147 } else {
215 { 148 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
218 * movement, can't move here. 151
219 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
220 * hidden dm 153 && tmp->head_ () != ob
221 */ 154 && tmp != ob
222 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
223 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1; 157 return 1;
227 } 158 }
228
229 } 159 }
160
230 return 0; 161 return 0;
231} 162}
232 163
233
234/* 164/*
235 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
240 * 170 *
241 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
242 * 172 *
243 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
255 * 185 *
256 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
258 * against the move_block values. 188 * against the move_block values.
259 */ 189 */
260int 190bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
262{ 192{
263 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
277 196
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
279 { 198 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 199
282 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 201
284 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 203 return 1;
286 204
287 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
288 206 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 208 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 210 continue;
296 211
297 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
299 */ 214 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
301 return P_NO_PASS; 216 return 1;
302 } 217 }
303 218
304 return 0; 219 return 0;
305} 220}
306 221
307/* When the map is loaded, load_object does not actually insert objects 222/* When the map is loaded, load_object does not actually insert objects
308 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
309 * and insert them properly. 224 * and insert them properly.
310 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
312 */ 227 */
313void 228static void
314fix_container (object *container) 229fix_container (object *container)
315{ 230{
316 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
317 232
318 container->inv = 0; 233 container->inv = 0;
324 239
325 insert_ob_in_ob (tmp, container); 240 insert_ob_in_ob (tmp, container);
326 tmp = next; 241 tmp = next;
327 } 242 }
328 243
329 /* sum_weight will go through and calculate what all the containers are 244 // go through and calculate what all the containers are carrying.
330 * carrying. 245 //TODO: remove
331 */ 246 container->update_weight ();
332 sum_weight (container);
333} 247}
248
249//-GPL
334 250
335void 251void
336maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
337{ 253{
338 if (!spaces) 254 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 259 tmp->flag [flag] = value;
344} 260}
345 261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
276
346/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 280 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 281 */
352void 282void
353maptile::link_multipart_objects () 283maptile::link_multipart_objects ()
354{ 284{
355 if (!spaces) 285 if (!spaces)
356 return; 286 return;
357 287
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 288 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 289 {
290 object *op = ms->bot;
291 while (op)
360 { 292 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 293 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 294 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 295 {
375 op = arch_to_object (at); 296 op->remove ();
297 op->expand_tail ();
376 298
377 /* update x,y coordinates */ 299 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 300 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 301 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 302 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
303
304 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
305 // so we have to reset the iteration through the mapspace
392 } 306 }
307 else
308 op = op->above;
393 } 309 }
394
395 tmp = above;
396 } 310 }
397} 311}
312
313//-GPL
398 314
399/* 315/*
400 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 317 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 318 */
404bool 319bool
405maptile::_load_objects (object_thawer &thawer) 320maptile::_load_objects (object_thawer &f)
406{ 321{
407 int unique; 322 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 323 {
415 /* if the archetype for the object is null, means that we 324 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 325
417 * or editor will not be able to do anything with it either. 326 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 327 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
334
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
422 continue; 360 continue;
423 }
424 361
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 362 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
438 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
439 break; 368 break;
440 } 369 }
441 370
442 op = object::create (); 371 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 372 }
463#endif
464 373
465 return true; 374 return true;
466} 375}
467 376
468void 377void
469maptile::activate () 378maptile::activate ()
470{ 379{
471 if (!spaces) 380 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 383 op->activate_recursive ();
477} 384}
478 385
479void 386void
480maptile::deactivate () 387maptile::deactivate ()
481{ 388{
482 if (!spaces) 389 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 392 op->deactivate_recursive ();
488} 393}
489 394
490bool 395bool
491maptile::_save_objects (object_freezer &freezer, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
492{ 397{
493 static int cede_count = 0; 398 coroapi::cede_to_tick ();
494 399
495 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
496 _save_header (freezer); 401 _save_header (f);
497 402
498 if (!spaces) 403 if (!spaces)
499 return false; 404 return false;
500 405
501 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
502 { 407 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0; 408 bool unique = 0;
409
510 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
511 { 411 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
516 unique = 1;
517 413
518 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
519 continue; 415 continue;
520 416
521 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
522 { 418 {
523 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1); 420 op->write (f);
525 } 421 }
526 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
527 save_object (freezer, op, 1); 423 op->write (f);
528 } 424 }
529 } 425 }
530 426
427 coroapi::cede_to_tick ();
428
531 return true; 429 return true;
532}
533
534bool
535maptile::_load_objects (const char *path, bool skip_header)
536{
537 object_thawer thawer (path);
538
539 if (!thawer)
540 return false;
541
542 if (skip_header)
543 for (;;)
544 {
545 keyword kw = thawer.get_kv ();
546
547 if (kw == KW_end)
548 break;
549
550 thawer.skip_kv (kw);
551 }
552
553 return _load_objects (thawer);
554} 430}
555 431
556bool 432bool
557maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
558{ 434{
567maptile::maptile () 443maptile::maptile ()
568{ 444{
569 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
570 446
571 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
572 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
573 */ 449 */
574 width = 16; 450 width = 16;
575 height = 16; 451 height = 16;
576 reset_timeout = 0;
577 timeout = 300; 452 timeout = 300;
578 enter_x = 0; 453 max_items = MAX_ITEM_PER_ACTION;
579 enter_y = 0; 454 max_volume = 2000000; // 2m³
580} 455}
581 456
582maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
583{ 458{
584 in_memory = MAP_SWAPPED; 459 in_memory = MAP_SWAPPED;
604 if (spaces) 479 if (spaces)
605 return; 480 return;
606 481
607 spaces = salloc0<mapspace> (size ()); 482 spaces = salloc0<mapspace> (size ());
608} 483}
484
485//+GPL
609 486
610/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
611 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
612 * at a later date. 489 * at a later date.
613 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
690 return items; 567 return items;
691} 568}
692 569
693/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
694 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
695static void 572static const char *
696print_shop_string (maptile *m, char *output_string) 573print_shop_string (maptile *m)
697{ 574{
698 int i; 575 static dynbuf_text buf; buf.clear ();
699 char tmp[MAX_BUF];
700 576
701 strcpy (output_string, "");
702 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
703 { 578 {
704 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
705 { 580 {
706 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
707 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
708 else 583 else
709 sprintf (tmp, "%s;", m->shopitems[i].name); 584 buf.printf ("%s;", m->shopitems[i].name);
710 } 585 }
711 else 586 else
712 { 587 {
713 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
714 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 buf.printf ("*:%d;", m->shopitems[i].strength);
715 else 590 else
716 sprintf (tmp, "*"); 591 buf.printf ("*");
717 } 592 }
718
719 strcat (output_string, tmp);
720 } 593 }
594
595 return buf;
721} 596}
597
598//-GPL
722 599
723/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
724 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
725 * this used to be stored in the map object, but with the 602 * this used to be stored in the map object, but with the
726 * addition of tiling, fields beyond that easily named in an 603 * addition of tiling, fields beyond that easily named in an
734bool 611bool
735maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
736{ 613{
737 for (;;) 614 for (;;)
738 { 615 {
739 keyword kw = thawer.get_kv ();
740
741 switch (kw) 616 switch (thawer.kw)
742 { 617 {
743 case KW_EOF:
744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
745 return false;
746
747 case KW_end:
748 return true;
749
750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg: 618 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
757 break; 620 break;
758 621
759 case KW_lore: // CF+ extension 622 case KW_lore: // CF+ extension
790 case KW_winddir: thawer.get (winddir); break; 653 case KW_winddir: thawer.get (winddir); break;
791 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
792 655
793 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
794 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
795 660
796 case KW_region: get_region_by_name (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798 663
799 // old names new names 664 // old names new names
800 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 665 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
801 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 666 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
809 674
810 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
684 case KW_end:
685 thawer.next ();
686 return true;
687
688 default:
689 if (!thawer.parse_error ("map", 0))
690 return false;
691 break;
814 } 692 }
693
694 thawer.next ();
815 } 695 }
816 696
817 abort (); 697 abort ();
818} 698}
819 699
820bool 700//+GPL
821maptile::_load_header (const char *path)
822{
823 object_thawer thawer (path);
824
825 if (!thawer)
826 return false;
827
828 return _load_header (thawer);
829}
830 701
831/****************************************************************************** 702/******************************************************************************
832 * This is the start of unique map handling code 703 * This is the start of unique map handling code
833 *****************************************************************************/ 704 *****************************************************************************/
834 705
844 object *above = op->above; 715 object *above = op->above;
845 716
846 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
847 unique = 1; 718 unique = 1;
848 719
849 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
850 {
851 op->destroy_inv (false);
852 op->destroy (); 721 op->destroy ();
853 }
854 722
855 op = above; 723 op = above;
856 } 724 }
857 } 725 }
858} 726}
727
728//-GPL
859 729
860bool 730bool
861maptile::_save_header (object_freezer &freezer) 731maptile::_save_header (object_freezer &freezer)
862{ 732{
863#define MAP_OUT(k) freezer.put (KW_ ## k, k) 733#define MAP_OUT(k) freezer.put (KW_ ## k, k)
868 if (name) MAP_OUT (name); 738 if (name) MAP_OUT (name);
869 MAP_OUT (swap_time); 739 MAP_OUT (swap_time);
870 MAP_OUT (reset_time); 740 MAP_OUT (reset_time);
871 MAP_OUT (reset_timeout); 741 MAP_OUT (reset_timeout);
872 MAP_OUT (fixed_resettime); 742 MAP_OUT (fixed_resettime);
743 MAP_OUT (no_reset);
744 MAP_OUT (no_drop);
873 MAP_OUT (difficulty); 745 MAP_OUT (difficulty);
874
875 if (region) MAP_OUT2 (region, region->name); 746 if (default_region) MAP_OUT2 (region, default_region->name);
876 747
877 if (shopitems) 748 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
878 {
879 char shop[MAX_BUF];
880 print_shop_string (this, shop);
881 MAP_OUT2 (shopitems, shop);
882 }
883
884 MAP_OUT (shopgreed); 749 MAP_OUT (shopgreed);
885 MAP_OUT (shopmin); 750 MAP_OUT (shopmin);
886 MAP_OUT (shopmax); 751 MAP_OUT (shopmax);
887 if (shoprace) MAP_OUT (shoprace); 752 if (shoprace) MAP_OUT (shoprace);
753
888 MAP_OUT (darkness); 754 MAP_OUT (darkness);
889 MAP_OUT (width); 755 MAP_OUT (width);
890 MAP_OUT (height); 756 MAP_OUT (height);
891 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
892 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
925 return false; 791 return false;
926 792
927 return freezer.save (path); 793 return freezer.save (path);
928} 794}
929 795
796//+GPL
797
930/* 798/*
931 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
932 */ 800 */
933void 801void
934maptile::clear () 802maptile::clear ()
935{ 803{
936 if (!spaces) 804 if (spaces)
937 return; 805 {
938
939 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
940 while (object *op = ms->bot) 807 while (object *op = ms->bot)
941 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
815 object *head = op->head_ ();
942 if (op->head) 816 if (op == head)
943 op = op->head;
944
945 op->destroy_inv (false);
946 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
823 }
824
825 sfree0 (spaces, size ());
947 } 826 }
948
949 sfree (spaces, size ()), spaces = 0;
950 827
951 if (buttons) 828 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
953} 833}
954 834
955void 835void
956maptile::clear_header () 836maptile::clear_header ()
957{ 837{
989 attachable::do_destroy (); 869 attachable::do_destroy ();
990 870
991 clear (); 871 clear ();
992} 872}
993 873
994/* 874/* decay and destroy perishable items in a map */
995 * Updates every button on the map (by calling update_button() for them).
996 */
997void 875void
998maptile::update_buttons () 876maptile::do_decay_objects ()
999{ 877{
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next) 878 if (!spaces)
1001 for (objectlink *ol = obp->link; ol; ol = ol->next) 879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
1002 { 883 {
1003 if (!ol->ob) 884 above = op->above;
885
886 bool destroy = 0;
887
888 // do not decay anything above unique floor tiles (yet :)
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
890 break;
891
892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
894 || QUERY_FLAG (op, FLAG_UNIQUE)
895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
896 || QUERY_FLAG (op, FLAG_UNPAID)
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
1004 { 900 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 901 op->stats.dam--;
1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 902 if (op->stats.dam < 0)
1007 continue; 903 destroy = 1;
1008 } 904 }
1009 905 else if (op->is_armor ())
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 { 906 {
1012 update_button (ol->ob); 907 op->stats.ac--;
1013 break; 908 if (op->stats.ac < 0)
909 destroy = 1;
1014 } 910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 || (mat & M_ICE && temp > 32))
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
1015 } 938 }
1016} 939}
1017 940
1018/* 941/*
1019 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1020 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1021 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1022 * 945 *
1023 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1024 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1025 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1026 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1027 */ 950 */
1028int 951int
1029maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1030{ 953{
1031 long monster_cnt = 0; 954 long monster_cnt = 0;
1043 966
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 968 {
1046 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1047 970
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1049 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1050
1051 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1052 } 982 }
1053 } 983 }
1054 984
1055 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1056 986
1069 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1070 */ 1000 */
1071int 1001int
1072maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1073{ 1003{
1074 int new_level = darkness + change;
1075
1076 /* Nothing to do */ 1004 /* Nothing to do */
1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1078 return 0; 1006 return 0;
1079 1007
1080 /* inform all players on the map */ 1008 /* inform all players on the map */
1081 if (change > 0) 1009 if (change > 0)
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 else 1011 else
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085 1013
1086 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1087 * we need to be extra careful about negative values.
1088 * In general, the checks below are only needed if change
1089 * is not +/-1
1090 */
1091 if (new_level < 0)
1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1096 darkness = new_level;
1097 1015
1098 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1100 return 1; 1019 return 1;
1101} 1020}
1102 1021
1103/* 1022/*
1104 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1107 * through, etc) 1026 * through, etc)
1108 */ 1027 */
1109void 1028void
1110mapspace::update_ () 1029mapspace::update_ ()
1111{ 1030{
1112 object *tmp, *last = 0; 1031 object *last = 0;
1113 uint8 flags = 0, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1114 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1117 1039
1118 middle = blank_face; 1040 //object *middle = 0;
1119 top = blank_face; 1041 //object *top = 0;
1120 floor = blank_face; 1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above
1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1121 1047
1122 middle_obj = 0; 1048 object::flags_t allflags; // all flags of all objects or'ed together
1123 top_obj = 0;
1124 floor_obj = 0;
1125 1049
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1051 {
1128 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1129 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed.
1132 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1135 1054
1136 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1140 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1141 * 1060 *
1142 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1143 */ 1062 */
1144 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1145 { 1064 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1066 top = tmp;
1150 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1068 {
1153 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1155 */ 1071 */
1156 middle = blank_face; 1072 middle = 0;
1157 top = blank_face; 1073 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1160 } 1077 }
1161 /* Flag anywhere have high priority */ 1078 else
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1079 {
1164 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1165 1085
1166 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1167 anywhere = 1; 1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp;
1098 }
1168 } 1099 }
1169 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the
1171 * top
1172 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp;
1177 }
1178 }
1179
1180 if (tmp == tmp->above)
1181 {
1182 LOG (llevError, "Error in structure of map\n");
1183 exit (-1);
1184 } 1100 }
1185 1101
1186 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1187 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1188 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1189 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1190 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1191 1107
1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1194 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 } 1112 }
1199 1113
1200 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1201 this->flags_ = flags; 1125 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on; 1127 this->move_on = move_on;
1204 this->move_off = move_off; 1128 this->move_off = move_off;
1205 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1206 1132
1207 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1208 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1209 * this point. 1135 * this point.
1210 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1217 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1220 */ 1146 */
1221 if (top == middle) 1147 if (top == middle)
1222 middle = blank_face; 1148 middle = 0;
1223 1149
1224 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1228 */ 1154 */
1229 1155
1230 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1157 {
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1160 break;
1235 1161
1236 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
1238 break; 1164 break;
1239 1165
1240 /* Only show visible faces */ 1166 /* Only show visible faces */
1241 if (!tmp->invisible) 1167 if (!tmp->invisible)
1242 { 1168 {
1243 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1244 if (top == blank_face) 1170 if (!top)
1245 { 1171 {
1246 top = tmp->face;
1247 top_obj = tmp; 1172 top = tmp;
1248 if (top == middle) 1173 if (top == middle)
1249 middle = blank_face; 1174 middle = 0;
1250 } 1175 }
1251 else 1176 else
1252 { 1177 {
1253 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1254 * middle is not set 1179 * middle is not set
1255 * 1180 *
1256 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1258 * 1183 *
1259 */ 1184 */
1260 if (tmp->face != top) 1185 if (tmp != top)
1261 { 1186 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1187 middle = tmp;
1264 break; 1188 break;
1265 } 1189 }
1266 } 1190 }
1267 } 1191 }
1268 } 1192 }
1269 1193
1270 if (middle == floor) 1194 if (middle == floor)
1271 middle = blank_face; 1195 middle = 0;
1272 1196
1273 if (top == middle) 1197 if (top == middle)
1274 middle = blank_face; 1198 middle = 0;
1275 1199
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1200#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1201 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1202 faces_obj [1] = middle;
1203 faces_obj [2] = floor;
1204#endif
1279} 1205}
1280 1206
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1207maptile *
1282 * the map. It also takes care of linking back the freshly found 1208maptile::tile_available (int dir, bool load)
1283 * maps tile_map values if it tiles back to this one. It returns
1284 * the value of orig_map->tile_map[tile_num].
1285 */
1286static inline maptile *
1287find_and_link (maptile *orig_map, int tile_num)
1288{ 1209{
1289 maptile *mp = orig_map->tile_map [tile_num]; 1210 if (tile_path[dir])
1290
1291 if (!mp)
1292 {
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294
1295 if (!mp)
1296 {
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 } 1211 {
1212 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1213 return tile_map[dir];
1305 1214
1306 int dest_tile = (tile_num + 2) % 4; 1215 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1216 return tile_map[dir];
1217 }
1307 1218
1308 orig_map->tile_map [tile_num] = mp;
1309
1310 // optimisation: back-link map to origin map if euclidean
1311 //TODO: non-euclidean maps MUST GO
1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1314
1315 return mp; 1219 return 0;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1322} 1220}
1323 1221
1324/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
1325 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
1326 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
1339 if (!m) 1237 if (!m)
1340 return 0; 1238 return 0;
1341 1239
1342 if (x < 0) 1240 if (x < 0)
1343 { 1241 {
1344 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
1345 return 1; 1243 return 1;
1346 1244
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1245 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 } 1246 }
1352 1247
1353 if (x >= m->width) 1248 if (x >= m->width)
1354 { 1249 {
1355 if (!m->tile_path[1]) 1250 if (!m->tile_available (1))
1356 return 1; 1251 return 1;
1357 1252
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 return out_of_map (m->tile_map[1], x - m->width, y); 1253 return out_of_map (m->tile_map[1], x - m->width, y);
1362 } 1254 }
1363 1255
1364 if (y < 0) 1256 if (y < 0)
1365 { 1257 {
1366 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
1367 return 1; 1259 return 1;
1368 1260
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1261 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 } 1262 }
1374 1263
1375 if (y >= m->height) 1264 if (y >= m->height)
1376 { 1265 {
1377 if (!m->tile_path[2]) 1266 if (!m->tile_available (2))
1378 return 1; 1267 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382 1268
1383 return out_of_map (m->tile_map[2], x, y - m->height); 1269 return out_of_map (m->tile_map[2], x, y - m->height);
1384 } 1270 }
1385 1271
1386 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
1400maptile * 1286maptile *
1401maptile::xy_find (sint16 &x, sint16 &y) 1287maptile::xy_find (sint16 &x, sint16 &y)
1402{ 1288{
1403 if (x < 0) 1289 if (x < 0)
1404 { 1290 {
1405 if (!tile_path[3]) 1291 if (!tile_available (3))
1406 return 0; 1292 return 0;
1407 1293
1408 find_and_link (this, 3);
1409 x += tile_map[3]->width; 1294 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y); 1295 return tile_map[3]->xy_find (x, y);
1411 } 1296 }
1412 1297
1413 if (x >= width) 1298 if (x >= width)
1414 { 1299 {
1415 if (!tile_path[1]) 1300 if (!tile_available (1))
1416 return 0; 1301 return 0;
1417 1302
1418 find_and_link (this, 1);
1419 x -= width; 1303 x -= width;
1420 return tile_map[1]->xy_find (x, y); 1304 return tile_map[1]->xy_find (x, y);
1421 } 1305 }
1422 1306
1423 if (y < 0) 1307 if (y < 0)
1424 { 1308 {
1425 if (!tile_path[0]) 1309 if (!tile_available (0))
1426 return 0; 1310 return 0;
1427 1311
1428 find_and_link (this, 0);
1429 y += tile_map[0]->height; 1312 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y); 1313 return tile_map[0]->xy_find (x, y);
1431 } 1314 }
1432 1315
1433 if (y >= height) 1316 if (y >= height)
1434 { 1317 {
1435 if (!tile_path[2]) 1318 if (!tile_available (2))
1436 return 0; 1319 return 0;
1437 1320
1438 find_and_link (this, 2);
1439 y -= height; 1321 y -= height;
1440 return tile_map[2]->xy_find (x, y); 1322 return tile_map[2]->xy_find (x, y);
1441 } 1323 }
1442 1324
1443 /* Simple case - coordinates are within this local 1325 /* Simple case - coordinates are within this local
1448 1330
1449/** 1331/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1332 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1333 * map1 to map2 in dx/dy.
1452 */ 1334 */
1453static int 1335int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1337{
1456 if (!map1 || !map2) 1338 if (!map1 || !map2)
1457 return 0; 1339 return 0;
1458 1340
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1341 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!) 1342 //fix: compare paths instead (this is likely faster, too!)
1461 if (map1 == map2) 1343 if (map1 == map2)
1462 { 1344 {
1463 *dx = 0; 1345 *dx = 0;
1464 *dy = 0; 1346 *dy = 0;
1549/* From map.c 1431/* From map.c
1550 * This is used by get_player to determine where the other 1432 * This is used by get_player to determine where the other
1551 * creature is. get_rangevector takes into account map tiling, 1433 * creature is. get_rangevector takes into account map tiling,
1552 * so you just can not look the the map coordinates and get the 1434 * so you just can not look the the map coordinates and get the
1553 * righte value. distance_x/y are distance away, which 1435 * righte value. distance_x/y are distance away, which
1554 * can be negativbe. direction is the crossfire direction scheme 1436 * can be negative. direction is the crossfire direction scheme
1555 * that the creature should head. part is the part of the 1437 * that the creature should head. part is the part of the
1556 * monster that is closest. 1438 * monster that is closest.
1557 * 1439 *
1558 * get_rangevector looks at op1 and op2, and fills in the 1440 * get_rangevector looks at op1 and op2, and fills in the
1559 * structure for op1 to get to op2. 1441 * structure for op1 to get to op2.
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1571{ 1453{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1454 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1455 {
1574 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1457 retval->distance = 10000;
1576 retval->distance_x = 32767; 1458 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1459 retval->distance_y = 10000;
1578 retval->direction = 0; 1460 retval->direction = 0;
1579 retval->part = 0; 1461 retval->part = 0;
1580 } 1462 }
1581 else 1463 else
1582 { 1464 {
1587 1469
1588 best = op1; 1470 best = op1;
1589 /* If this is multipart, find the closest part now */ 1471 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1472 if (!(flags & 0x1) && op1->more)
1591 { 1473 {
1592 object *tmp;
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1474 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1475
1595 /* we just take the offset of the piece to head to figure 1476 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1477 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1478 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1479 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1480 * below works.
1600 */ 1481 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1482 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1483 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1484 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1485 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1605 if (tmpi < best_distance) 1486 if (tmpi < best_distance)
1606 { 1487 {
1607 best_distance = tmpi; 1488 best_distance = tmpi;
1608 best = tmp; 1489 best = tmp;
1609 } 1490 }
1610 } 1491 }
1492
1611 if (best != op1) 1493 if (best != op1)
1612 { 1494 {
1613 retval->distance_x += op1->x - best->x; 1495 retval->distance_x += op1->x - best->x;
1614 retval->distance_y += op1->y - best->y; 1496 retval->distance_y += op1->y - best->y;
1615 } 1497 }
1616 } 1498 }
1499
1617 retval->part = best; 1500 retval->part = best;
1618 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1501 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1502 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1620 } 1503 }
1621} 1504}
1622 1505
1623/* this is basically the same as get_rangevector above, but instead of 1506/* this is basically the same as get_rangevector above, but instead of
1628 * flags has no meaning for this function at this time - I kept it in to 1511 * flags has no meaning for this function at this time - I kept it in to
1629 * be more consistant with the above function and also in case they are needed 1512 * be more consistant with the above function and also in case they are needed
1630 * for something in the future. Also, since no object is pasted, the best 1513 * for something in the future. Also, since no object is pasted, the best
1631 * field of the rv_vector is set to NULL. 1514 * field of the rv_vector is set to NULL.
1632 */ 1515 */
1633
1634void 1516void
1635get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1517get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1636{ 1518{
1637 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1519 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1638 { 1520 {
1639 /* be conservative and fill in _some_ data */ 1521 /* be conservative and fill in _some_ data */
1640 retval->distance = 100000; 1522 retval->distance = 100000;
1646 else 1528 else
1647 { 1529 {
1648 retval->distance_x += op2->x - x; 1530 retval->distance_x += op2->x - x;
1649 retval->distance_y += op2->y - y; 1531 retval->distance_y += op2->y - y;
1650 1532
1651 retval->part = NULL; 1533 retval->part = 0;
1652 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1534 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1535 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1654 } 1536 }
1655} 1537}
1656 1538
1657/* Returns true of op1 and op2 are effectively on the same map 1539/* Returns true of op1 and op2 are effectively on the same map
1668 int dx, dy; 1550 int dx, dy;
1669 1551
1670 return adjacent_map (op1->map, op2->map, &dx, &dy); 1552 return adjacent_map (op1->map, op2->map, &dx, &dy);
1671} 1553}
1672 1554
1555//-GPL
1556
1673object * 1557object *
1674maptile::insert (object *op, int x, int y, object *originator, int flags) 1558maptile::insert (object *op, int x, int y, object *originator, int flags)
1675{ 1559{
1676 if (!op->flag [FLAG_REMOVED])
1677 op->remove ();
1678
1679 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1560 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1680} 1561}
1681 1562
1563region *
1564maptile::region (int x, int y) const
1565{
1566 if (regions
1567 && regionmap
1568 && !OUT_OF_REAL_MAP (this, x, y))
1569 if (struct region *reg = regionmap [regions [y * width + x]])
1570 return reg;
1571
1572 if (default_region)
1573 return default_region;
1574
1575 return ::region::default_region ();
1576}
1577
1578//+GPL
1579
1580/* picks a random object from a style map.
1581 */
1582object *
1583maptile::pick_random_object (rand_gen &gen) const
1584{
1585 /* while returning a null object will result in a crash, that
1586 * is actually preferable to an infinite loop. That is because
1587 * most servers will automatically restart in case of crash.
1588 * Change the logic on getting the random space - shouldn't make
1589 * any difference, but this seems clearer to me.
1590 */
1591 for (int i = 1000; --i;)
1592 {
1593 object *pick = at (gen (width), gen (height)).bot;
1594
1595 // do not prefer big monsters just because they are big.
1596 if (pick && pick->is_head ())
1597 return pick->head_ ();
1598 }
1599
1600 // instead of crashing in the unlikely(?) case, try to return *something*
1601 return archetype::find (shstr_bug);
1602}
1603
1604//-GPL
1605
1606void
1607maptile::play_sound (faceidx sound, int x, int y) const
1608{
1609 if (!sound)
1610 return;
1611
1612 for_all_players_on_map (pl, this)
1613 if (client *ns = pl->ns)
1614 {
1615 int dx = x - pl->ob->x;
1616 int dy = y - pl->ob->y;
1617
1618 int distance = idistance (dx, dy);
1619
1620 if (distance <= MAX_SOUND_DISTANCE)
1621 ns->play_sound (sound, dx, dy);
1622 }
1623}
1624
1625void
1626maptile::say_msg (const char *msg, int x, int y) const
1627{
1628 for_all_players (pl)
1629 if (client *ns = pl->ns)
1630 {
1631 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y;
1633
1634 int distance = idistance (dx, dy);
1635
1636 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1638 }
1639}
1640
1641static void
1642split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1643{
1644 // clip to map to the left
1645 if (x0 < 0)
1646 {
1647 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1648 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1649
1650 if (x1 < 0) // entirely to the left
1651 return;
1652
1653 x0 = 0;
1654 }
1655
1656 // clip to map to the right
1657 if (x1 > m->width)
1658 {
1659 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1660 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1661
1662 if (x0 > m->width) // entirely to the right
1663 return;
1664
1665 x1 = m->width;
1666 }
1667
1668 // clip to map above
1669 if (y0 < 0)
1670 {
1671 if (maptile *tile = m->tile_available (TILE_UP, 1))
1672 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1673
1674 if (y1 < 0) // entirely above
1675 return;
1676
1677 y0 = 0;
1678 }
1679
1680 // clip to map below
1681 if (y1 > m->height)
1682 {
1683 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1684 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1685
1686 if (y0 > m->height) // entirely below
1687 return;
1688
1689 y1 = m->height;
1690 }
1691
1692 // if we get here, the rect is within the current map
1693 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1694
1695 r->m = m;
1696 r->x0 = x0;
1697 r->y0 = y0;
1698 r->x1 = x1;
1699 r->y1 = y1;
1700 r->dx = dx;
1701 r->dy = dy;
1702}
1703
1704maprect *
1705maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1706{
1707 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1708 buf.clear ();
1709
1710 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1711
1712 // add end marker
1713 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1714 r->m = 0;
1715
1716 return (maprect *)buf.linearise ();
1717}
1718

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