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Comparing deliantra/server/common/map.C (file contents):
Revision 1.61 by root, Sun Dec 31 17:17:22 2006 UTC vs.
Revision 1.180 by root, Thu Jan 14 23:46:14 2010 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "loader.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31//+GPL
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[MAX_BUF];
42 32
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 33sint8 maptile::outdoor_darkness;
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf);
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113}
114
115/*
116 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file
118 * is returned.
119 * It tries out all the compression suffixes listed in the uncomp[] array.
120 *
121 * If prepend_dir is set, then we call create_pathname (which prepends
122 * libdir & mapdir). Otherwise, we assume the name given is fully
123 * complete.
124 * Only the editor actually cares about the writablity of this -
125 * the rest of the code only cares that the file is readable.
126 * when the editor goes away, the call to stat should probably be
127 * replaced by an access instead (similar to the windows one, but
128 * that seems to be missing the prepend_dir processing
129 */
130int
131check_path (const char *name, int prepend_dir)
132{
133 char buf[MAX_BUF];
134
135 char *endbuf;
136 struct stat statbuf;
137 int mode = 0;
138
139 if (prepend_dir)
140 strcpy (buf, create_pathname (name));
141 else
142 strcpy (buf, name);
143
144 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through
147 * all the names.
148 */
149 endbuf = buf + strlen (buf);
150
151 if (stat (buf, &statbuf))
152 return -1;
153 if (!S_ISREG (statbuf.st_mode))
154 return (-1);
155
156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
158 mode |= 4;
159
160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
162 mode |= 2;
163
164 return (mode);
165}
166 34
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
170 * 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
205 * by the caller. 73 * by the caller.
206 */ 74 */
207int 75int
208blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
209{ 77{
210 object *tmp;
211 int mflags, blocked;
212
213 /* 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
214 * have already checked this. 79 * have already checked this.
215 */ 80 */
216 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
217 { 82 {
218 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");
219 return 1; 84 return 1;
220 } 85 }
221 86
222 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
223 * directly.
224 */
225 mflags = m->at (sx, sy).flags ();
226 88
227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
228 91
229 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
230 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
231 * things we need to do for players. 94 * things we need to do for players.
232 */ 95 */
233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
234 return 0; 97 return 0;
235 98
236 /* 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
237 * 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
238 * 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
239 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
240 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
241 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
242 */ 105 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 107 return 0;
245 108
246 if (ob->head != NULL)
247 ob = ob->head; 109 ob = ob->head_ ();
248 110
249 /* 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
250 * 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
251 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
253 */ 115 */
254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
255 { 117 {
256 118 if (OB_MOVE_BLOCK (ob, tmp))
257 /* This must be before the checks below. Code for inventory checkers. */
258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
259 { 119 {
260 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
261 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
262 * pass through this space. 122 return 1;
263 */ 123 else
264 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
265 { 127 {
266 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))
267 return 1; 132 return 1;
268 else 133 }
269 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;
270 } 143 }
271 else 144 else
272 { 145 return 1; // unconditional block
273 /* In this case, the player must not have the object - 146
274 * if they do, they can't pass through.
275 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
277 return 1;
278 else
279 continue;
280 }
281 } /* if check_inv */
282 else 147 } else {
283 { 148 // space does not block the ob, directly, but
284 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
285 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
286 * movement, can't move here. 151
287 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
288 * hidden dm 153 && tmp->head_ () != ob
289 */ 154 && tmp != ob
290 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR)
291 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
294 return 1; 156 return 1;
295 } 157 }
296
297 } 158 }
159
298 return 0; 160 return 0;
299} 161}
300 162
301
302/* 163/*
303 * Returns true if the given object can't fit in the given spot. 164 * Returns qthe blocking object if the given object can't fit in the given
304 * This is meant for multi space objects - for single space objecs, 165 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 166 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 167 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 168 * object and makes sure they can be inserted.
308 * 169 *
309 * While this doesn't call out of map, the get_map_flags does. 170 * While this doesn't call out of map, the get_map_flags does.
310 * 171 *
311 * This function has been used to deprecate arch_out_of_map - 172 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 173 * this function also does that check, and since in most cases,
323 * 184 *
324 * Note this used to be arch_blocked, but with new movement 185 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 186 * code, we need to have actual object to check its move_type
326 * against the move_block values. 187 * against the move_block values.
327 */ 188 */
328int 189bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 190object::blocked (maptile *m, int x, int y) const
330{ 191{
331 archetype *tmp; 192 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
332 int flag;
333 maptile *m1;
334 sint16 sx, sy;
335
336 if (!ob)
337 {
338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
341
342 /* don't have object, so don't know what types would block */
343 return m1->at (sx, sy).move_block;
344 } 193 {
194 mapxy pos (m, x + tmp->x, y + tmp->y);
345 195
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 196 if (!pos.normalise ())
347 { 197 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 198
350 if (flag & P_OUT_OF_MAP) 199 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 200
352 if (flag & P_IS_ALIVE) 201 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 202 return 1;
354 203
355 mapspace &ms = m1->at (sx, sy); 204 /* However, often ob doesn't have any move type
356 205 * (signifying non-moving objects)
357 /* find_first_free_spot() calls this function. However, often
358 * ob doesn't have any move type (when used to place exits)
359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 206 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 207 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 208 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 209 continue;
364 210
365 /* Note it is intentional that we check ob - the movement type of the 211 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 212 * head of the object should correspond for the entire object.
367 */ 213 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 214 if (ms.blocks (move_type))
369 return P_NO_PASS; 215 return 1;
370 } 216 }
371 217
372 return 0; 218 return 0;
373} 219}
374 220
375/* When the map is loaded, load_object does not actually insert objects 221//-GPL
376 * into inventory, but just links them. What this does is go through
377 * and insert them properly.
378 * The object 'container' is the object that contains the inventory.
379 * This is needed so that we can update the containers weight.
380 */
381void
382fix_container (object *container)
383{
384 object *tmp = container->inv, *next;
385 222
386 container->inv = 0; 223void
387 while (tmp) 224maptile::set_object_flag (int flag, int value)
388 { 225{
389 next = tmp->below; 226 if (!spaces)
390 if (tmp->inv) 227 return;
391 fix_container (tmp);
392 228
393 insert_ob_in_ob (tmp, container); 229 for (mapspace *ms = spaces + size (); ms-- > spaces; )
394 tmp = next; 230 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
395 } 231 tmp->flag [flag] = value;
396
397 /* sum_weight will go through and calculate what all the containers are
398 * carrying.
399 */
400 sum_weight (container);
401} 232}
233
234void
235maptile::post_load_original ()
236{
237 if (!spaces)
238 return;
239
240 set_object_flag (FLAG_OBJ_ORIGINAL);
241
242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
244 INVOKE_OBJECT (RESET, tmp);
245}
246
247void
248maptile::post_load ()
249{
250#if 0
251 if (!spaces)
252 return;
253
254 for (mapspace *ms = spaces + size (); ms-- > spaces; )
255 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256 ; // nop
257#endif
258}
259
260//+GPL
402 261
403/* link_multipart_objects go through all the objects on the map looking 262/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 263 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 264 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 265 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 266 */
409void 267void
410maptile::link_multipart_objects () 268maptile::link_multipart_objects ()
411{ 269{
412 if (!spaces) 270 if (!spaces)
413 return; 271 return;
414 272
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 274 {
275 object *op = ms->bot;
276 while (op)
417 { 277 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 278 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 279 if (op->head_ () == op && !op->more && op->arch->more)
422 {
423 /* If there is nothing more to this object, this for loop
424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 { 280 {
432 op = arch_to_object (at); 281 op->remove ();
282 op->expand_tail ();
433 283
434 /* update x,y coordinates */ 284 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 285 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 286 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
447 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 287 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
288
289 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
290 // so we have to reset the iteration through the mapspace
449 } 291 }
292 else
293 op = op->above;
450 } 294 }
451
452 tmp = above;
453 } 295 }
454} 296}
297
298//-GPL
455 299
456/* 300/*
457 * Loads (ands parses) the objects into a given map from the specified 301 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 302 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 303 */
461bool 304bool
462maptile::load_objects (object_thawer &thawer) 305maptile::_load_objects (object_thawer &f)
463{ 306{
464 int unique; 307 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 308 {
472 /* if the archetype for the object is null, means that we 309 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 310
474 * or editor will not be able to do anything with it either. 311 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 312 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 313 case KW_arch:
314 if (object *op = object::read (f, this))
315 {
316 // TODO: why?
317 if (op->inv)
318 op->update_weight ();
319
320 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
321 {
322 // we insert manually because
323 // a) its way faster
324 // b) we remove manually, too, and there are good reasons for that
325 // c) it's correct
326 mapspace &ms = at (op->x, op->y);
327
328 op->flag [FLAG_REMOVED] = false;
329
330 op->above = 0;
331 op->below = ms.top;
332
333 *(ms.top ? &ms.top->above : &ms.bot) = op;
334
335 ms.top = op;
336 ms.flags_ = 0;
337 }
338 else
339 {
340 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
341 op->destroy ();
342 }
343 }
344
479 continue; 345 continue;
480 }
481 346
482 switch (i)
483 {
484 case LL_NORMAL:
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
486
487 if (op->inv)
488 sum_weight (op);
489
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 347 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 348 return true;
495 op->head = prev, last_more->more = op, last_more = op; 349
350 default:
351 if (!f.parse_error ("map file"))
352 return false;
496 break; 353 break;
497 } 354 }
498 355
499 op = object::create (); 356 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 357 }
520#endif
521 358
522 return true; 359 return true;
523} 360}
524 361
525void 362void
526maptile::activate () 363maptile::activate ()
527{ 364{
528 if (!spaces) 365 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 366 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 367 for (object *op = ms->bot; op; op = op->above)
533 op->activate_recursive (); 368 op->activate_recursive ();
534} 369}
535 370
536void 371void
537maptile::deactivate () 372maptile::deactivate ()
538{ 373{
539 if (!spaces) 374 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 375 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 376 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate_recursive (); 377 op->deactivate_recursive ();
545} 378}
546 379
547bool 380bool
548maptile::save_objects (object_freezer &freezer, int flags) 381maptile::_save_objects (object_freezer &f, int flags)
549{ 382{
383 coroapi::cede_to_tick ();
384
550 if (flags & IO_HEADER) 385 if (flags & IO_HEADER)
551 save_header (freezer); 386 _save_header (f);
552 387
553 if (!spaces) 388 if (!spaces)
554 return false; 389 return false;
555 390
556 for (int i = 0; i < size (); ++i) 391 for (int i = 0; i < size (); ++i)
557 { 392 {
558 int unique = 0; 393 bool unique = 0;
394
559 for (object *op = spaces [i].bot; op; op = op->above) 395 for (object *op = spaces [i].bot; op; op = op->above)
560 { 396 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 397 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 398
564 if (!op->can_map_save ()) 399 if (expect_false (!op->can_map_save ()))
565 continue; 400 continue;
566 401
567 if (unique || op->flag [FLAG_UNIQUE]) 402 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 403 {
569 if (flags & IO_UNIQUES) 404 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 405 op->write (f);
571 } 406 }
572 else if (flags & IO_OBJECTS) 407 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 408 op->write (f);
574 } 409 }
575 } 410 }
576 411
412 coroapi::cede_to_tick ();
413
577 return true; 414 return true;
578} 415}
579 416
580bool 417bool
581maptile::load_objects (const char *path, bool skip_header) 418maptile::_save_objects (const char *path, int flags)
582{ 419{
583 object_thawer thawer (path); 420 object_freezer freezer;
584 421
585 if (!thawer) 422 if (!_save_objects (freezer, flags))
586 return false; 423 return false;
587 424
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
597 }
598
599 return load_objects (thawer);
600}
601
602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path); 425 return freezer.save (path);
611} 426}
612 427
613maptile::maptile () 428maptile::maptile ()
614{ 429{
615 in_memory = MAP_SWAPPED; 430 in_memory = MAP_SWAPPED;
616 431
617 /* The maps used to pick up default x and y values from the 432 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
619 */ 434 */
620 width = 16; 435 width = 16;
621 height = 16; 436 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 437 timeout = 300;
624 enter_x = 0; 438 max_items = MAX_ITEM_PER_ACTION;
625 enter_y = 0; 439 max_volume = 2000000; // 2m³
626} 440}
627 441
628maptile::maptile (int w, int h) 442maptile::maptile (int w, int h)
629{ 443{
630 in_memory = MAP_SWAPPED; 444 in_memory = MAP_SWAPPED;
650 if (spaces) 464 if (spaces)
651 return; 465 return;
652 466
653 spaces = salloc0<mapspace> (size ()); 467 spaces = salloc0<mapspace> (size ());
654} 468}
469
470//+GPL
655 471
656/* Takes a string from a map definition and outputs a pointer to the array of shopitems 472/* Takes a string from a map definition and outputs a pointer to the array of shopitems
657 * corresponding to that string. Memory is allocated for this, it must be freed 473 * corresponding to that string. Memory is allocated for this, it must be freed
658 * at a later date. 474 * at a later date.
659 * Called by parse_map_headers below. 475 * Called by parse_map_headers below.
736 return items; 552 return items;
737} 553}
738 554
739/* opposite of parse string, this puts the string that was originally fed in to 555/* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */ 556 * the map (or something equivilent) into output_string. */
741static void 557static const char *
742print_shop_string (maptile *m, char *output_string) 558print_shop_string (maptile *m)
743{ 559{
744 int i; 560 static dynbuf_text buf; buf.clear ();
745 char tmp[MAX_BUF];
746 561
747 strcpy (output_string, "");
748 for (i = 0; i < m->shopitems[0].index; i++) 562 for (int i = 0; i < m->shopitems[0].index; i++)
749 { 563 {
750 if (m->shopitems[i].typenum) 564 if (m->shopitems[i].typenum)
751 { 565 {
752 if (m->shopitems[i].strength) 566 if (m->shopitems[i].strength)
753 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 567 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
754 else 568 else
755 sprintf (tmp, "%s;", m->shopitems[i].name); 569 buf.printf ("%s;", m->shopitems[i].name);
756 } 570 }
757 else 571 else
758 { 572 {
759 if (m->shopitems[i].strength) 573 if (m->shopitems[i].strength)
760 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 574 buf.printf ("*:%d;", m->shopitems[i].strength);
761 else 575 else
762 sprintf (tmp, "*"); 576 buf.printf ("*");
763 } 577 }
764
765 strcat (output_string, tmp);
766 } 578 }
579
580 return buf;
767} 581}
582
583//-GPL
768 584
769/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
770 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
771 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
772 * addition of tiling, fields beyond that easily named in an 588 * addition of tiling, fields beyond that easily named in an
776 * This could be done in lex (like the object loader), but I think 592 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 593 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 594 * MSW 2001-07-01
779 */ 595 */
780bool 596bool
781maptile::load_header (object_thawer &thawer) 597maptile::_load_header (object_thawer &thawer)
782{ 598{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 599 for (;;)
788 { 600 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 601 switch (thawer.kw)
792 { 602 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 603 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 604 thawer.get_ml (KW_endmsg, msg);
802 break; 605 break;
803 606
804 case KW_lore: // CF+ extension 607 case KW_lore: // CF+ extension
826 case KW_shopgreed: thawer.get (shopgreed); break; 629 case KW_shopgreed: thawer.get (shopgreed); break;
827 case KW_shopmin: thawer.get (shopmin); break; 630 case KW_shopmin: thawer.get (shopmin); break;
828 case KW_shopmax: thawer.get (shopmax); break; 631 case KW_shopmax: thawer.get (shopmax); break;
829 case KW_shoprace: thawer.get (shoprace); break; 632 case KW_shoprace: thawer.get (shoprace); break;
830 case KW_outdoor: thawer.get (outdoor); break; 633 case KW_outdoor: thawer.get (outdoor); break;
831 case KW_temp: thawer.get (temp); break;
832 case KW_pressure: thawer.get (pressure); break;
833 case KW_humid: thawer.get (humid); break;
834 case KW_windspeed: thawer.get (windspeed); break;
835 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break;
837 634
838 case KW_per_player: thawer.get (per_player); break; 635 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 636 case KW_per_party: thawer.get (per_party); break;
637 case KW_no_reset: thawer.get (no_reset); break;
638 case KW_no_drop: thawer.get (no_drop); break;
840 639
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 640 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 641 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 642
844 // old names new names 643 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 644 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 645 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 654 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 655 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 656 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 657 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 658
659 case KW_ERROR:
660 set_key_text (thawer.kw_str, thawer.value);
661 break;
662
663 case KW_end:
664 thawer.next ();
665 return true;
666
860 default: 667 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 668 if (!thawer.parse_error ("map", 0))
669 return false;
862 break; 670 break;
863 } 671 }
672
673 thawer.next ();
864 } 674 }
865 675
866 abort (); 676 abort ();
867} 677}
868 678
869bool 679//+GPL
870maptile::load_header (const char *path)
871{
872 object_thawer thawer (path);
873
874 if (!thawer)
875 return false;
876
877 return load_header (thawer);
878}
879 680
880/****************************************************************************** 681/******************************************************************************
881 * This is the start of unique map handling code 682 * This is the start of unique map handling code
882 *****************************************************************************/ 683 *****************************************************************************/
883 684
893 object *above = op->above; 694 object *above = op->above;
894 695
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 696 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 697 unique = 1;
897 698
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 699 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 {
900 op->destroy_inv (false);
901 op->destroy (); 700 op->destroy ();
902 }
903 701
904 op = above; 702 op = above;
905 } 703 }
906 } 704 }
907} 705}
908 706
707//-GPL
708
909bool 709bool
910maptile::save_header (object_freezer &freezer) 710maptile::_save_header (object_freezer &freezer)
911{ 711{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 712#define MAP_OUT(k) freezer.put (KW(k), k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 713#define MAP_OUT2(k,v) freezer.put (KW(k), v)
914 714
915 MAP_OUT2 (arch, "map"); 715 MAP_OUT2 (arch, CS(map));
916 716
917 if (name) MAP_OUT (name); 717 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 718 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 719 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 720 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 721 MAP_OUT (fixed_resettime);
722 MAP_OUT (no_reset);
723 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 724 MAP_OUT (difficulty);
923
924 if (region) MAP_OUT2 (region, region->name); 725 if (default_region) MAP_OUT2 (region, default_region->name);
925 726
926 if (shopitems) 727 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
927 {
928 char shop[MAX_BUF];
929 print_shop_string (this, shop);
930 MAP_OUT2 (shopitems, shop);
931 }
932
933 MAP_OUT (shopgreed); 728 MAP_OUT (shopgreed);
934 MAP_OUT (shopmin); 729 MAP_OUT (shopmin);
935 MAP_OUT (shopmax); 730 MAP_OUT (shopmax);
936 if (shoprace) MAP_OUT (shoprace); 731 if (shoprace) MAP_OUT (shoprace);
937 MAP_OUT (darkness); 732
938 MAP_OUT (width); 733 MAP_OUT (width);
939 MAP_OUT (height); 734 MAP_OUT (height);
940 MAP_OUT (enter_x); 735 MAP_OUT (enter_x);
941 MAP_OUT (enter_y); 736 MAP_OUT (enter_y);
942 737 MAP_OUT (darkness);
943 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
944 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
945
946 MAP_OUT (outdoor); 738 MAP_OUT (outdoor);
947 MAP_OUT (temp); 739
948 MAP_OUT (pressure); 740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
949 MAP_OUT (humid); 741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
950 MAP_OUT (windspeed);
951 MAP_OUT (winddir);
952 MAP_OUT (sky);
953 742
954 MAP_OUT (per_player); 743 MAP_OUT (per_player);
955 MAP_OUT (per_party); 744 MAP_OUT (per_party);
956 745
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 746 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 747 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 748 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 749 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 750
751 freezer.put (this);
962 freezer.put (KW_end); 752 freezer.put (KW(end));
963 753
964 return true; 754 return true;
965} 755}
966 756
967bool 757bool
968maptile::save_header (const char *path) 758maptile::_save_header (const char *path)
969{ 759{
970 object_freezer freezer; 760 object_freezer freezer;
971 761
972 if (!save_header (freezer)) 762 if (!_save_header (freezer))
973 return false; 763 return false;
974 764
975 return freezer.save (path); 765 return freezer.save (path);
976} 766}
767
768//+GPL
977 769
978/* 770/*
979 * Remove and free all objects in the given map. 771 * Remove and free all objects in the given map.
980 */ 772 */
981void 773void
982maptile::clear () 774maptile::clear ()
983{ 775{
984 if (!spaces) 776 if (spaces)
985 return; 777 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 778 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 779 while (object *op = ms->bot)
989 { 780 {
781 // manually remove, as to not trigger anything
782 if (ms->bot = op->above)
783 ms->bot->below = 0;
784
785 op->flag [FLAG_REMOVED] = true;
786
787 object *head = op->head_ ();
990 if (op->head) 788 if (op == head)
991 op = op->head;
992
993 op->destroy_inv (false);
994 op->destroy (); 789 op->destroy ();
790 else if (head->map != op->map)
791 {
792 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
793 head->destroy ();
794 }
795 }
796
797 sfree0 (spaces, size ());
995 } 798 }
996
997 sfree (spaces, size ()), spaces = 0;
998 799
999 if (buttons) 800 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 801 free_objectlinkpt (buttons), buttons = 0;
802
803 sfree0 (regions, size ());
804 delete [] regionmap; regionmap = 0;
1001} 805}
1002 806
1003void 807void
1004maptile::clear_header () 808maptile::clear_header ()
1005{ 809{
1037 attachable::do_destroy (); 841 attachable::do_destroy ();
1038 842
1039 clear (); 843 clear ();
1040} 844}
1041 845
1042/* 846/* decay and destroy perishable items in a map */
1043 * Updates every button on the map (by calling update_button() for them). 847// TODO: should be done regularly, not on map load?
1044 */
1045void 848void
1046maptile::update_buttons () 849maptile::do_decay_objects ()
1047{ 850{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next) 851 if (!spaces)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next) 852 return;
853
854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
855 for (object *above, *op = ms->bot; op; op = above)
1050 { 856 {
1051 if (!ol->ob) 857 above = op->above;
858
859 // do not decay anything above unique floor tiles (yet :)
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
861 break;
862
863 bool destroy = 0;
864
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
867 || QUERY_FLAG (op, FLAG_UNIQUE)
868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
869 || QUERY_FLAG (op, FLAG_UNPAID)
870 || op->is_alive ())
871 ; // do not decay
872 else if (op->is_weapon ())
1052 { 873 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 874 op->stats.dam--;
1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 875 if (op->stats.dam < 0)
1055 continue; 876 destroy = 1;
1056 } 877 }
1057 878 else if (op->is_armor ())
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 { 879 {
1060 update_button (ol->ob); 880 op->stats.ac--;
1061 break; 881 if (op->stats.ac < 0)
882 destroy = 1;
1062 } 883 }
884 else if (op->type == FOOD)
885 {
886 op->stats.food -= rndm (5, 20);
887 if (op->stats.food < 0)
888 destroy = 1;
889 }
890 else
891 {
892 int mat = op->materials;
893
894 if (mat & M_PAPER
895 || mat & M_LEATHER
896 || mat & M_WOOD
897 || mat & M_ORGANIC
898 || mat & M_CLOTH
899 || mat & M_LIQUID
900 || (mat & M_IRON && rndm (1, 5) == 1)
901 || (mat & M_GLASS && rndm (1, 2) == 1)
902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
904 //|| (mat & M_ICE && temp > 32)
905 )
906 destroy = 1;
907 }
908
909 /* adjust overall chance below */
910 if (destroy && rndm (0, 1))
911 op->destroy ();
1063 } 912 }
1064} 913}
1065 914
1066/* 915/*
1067 * This routine is supposed to find out the difficulty of the map. 916 * This routine is supposed to find out the difficulty of the map.
1068 * difficulty does not have a lot to do with character level, 917 * difficulty does not have a lot to do with character level,
1069 * but does have a lot to do with treasure on the map. 918 * but does have a lot to do with treasure on the map.
1070 * 919 *
1071 * Difficulty can now be set by the map creature. If the value stored 920 * Difficulty can now be set by the map creator. If the value stored
1072 * in the map is zero, then use this routine. Maps should really 921 * in the map is zero, then use this routine. Maps should really
1073 * have a difficulty set than using this function - human calculation 922 * have a difficulty set rather than using this function - human calculation
1074 * is much better than this functions guesswork. 923 * is much better than this function's guesswork.
1075 */ 924 */
1076int 925int
1077maptile::estimate_difficulty () const 926maptile::estimate_difficulty () const
1078{ 927{
1079 long monster_cnt = 0; 928 long monster_cnt = 0;
1091 940
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 941 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 942 {
1094 total_exp += op->stats.exp; 943 total_exp += op->stats.exp;
1095 944
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 945 if (archetype *at = op->other_arch)
946 {
1097 total_exp += at->clone.stats.exp * 8; 947 total_exp += at->stats.exp * 8;
1098
1099 monster_cnt++; 948 monster_cnt++;
949 }
950
951 for (object *inv = op->inv; inv; inv = inv->below)
952 {
953 total_exp += op->stats.exp * 8;
954 monster_cnt++;
955 }
1100 } 956 }
1101 } 957 }
1102 958
1103 avgexp = (double) total_exp / monster_cnt; 959 avgexp = (double) total_exp / monster_cnt;
1104 960
1117 * postive values make it darker, negative make it brighter 973 * postive values make it darker, negative make it brighter
1118 */ 974 */
1119int 975int
1120maptile::change_map_light (int change) 976maptile::change_map_light (int change)
1121{ 977{
1122 int new_level = darkness + change;
1123
1124 /* Nothing to do */ 978 /* Nothing to do */
1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 979 if (!change)
1126 return 0; 980 return 0;
1127 981
1128 /* inform all players on the map */ 982 /* inform all players on the map */
1129 if (change > 0) 983 if (change > 0)
1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 984 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1131 else 985 else
1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 986 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1133 987
1134 /* Do extra checking. since darkness is a unsigned value, 988 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1135 * we need to be extra careful about negative values.
1136 * In general, the checks below are only needed if change
1137 * is not +/-1
1138 */
1139 if (new_level < 0)
1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1144 darkness = new_level;
1145 989
1146 /* All clients need to get re-updated for the change */ 990 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 991 update_all_map_los (this);
992
1148 return 1; 993 return 1;
1149} 994}
1150 995
1151/* 996/*
1152 * This function updates various attributes about a specific space 997 * This function updates various attributes about a specific space
1155 * through, etc) 1000 * through, etc)
1156 */ 1001 */
1157void 1002void
1158mapspace::update_ () 1003mapspace::update_ ()
1159{ 1004{
1160 object *tmp, *last = 0; 1005 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1006 uint8 flags = P_UPTODATE;
1162 New_Face *top, *floor, *middle; 1007 sint8 light = 0;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1008 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1009 uint64_t volume = 0;
1010 uint32_t items = 0;
1011 object *anywhere = 0;
1012 uint8_t middle_visibility = 0;
1165 1013
1166 middle = blank_face; 1014 //object *middle = 0;
1167 top = blank_face; 1015 //object *top = 0;
1168 floor = blank_face; 1016 //object *floor = 0;
1017 // this seems to generate better code than using locals, above
1018 object *&top = faces_obj[0] = 0;
1019 object *&middle = faces_obj[1] = 0;
1020 object *&floor = faces_obj[2] = 0;
1169 1021
1170 middle_obj = 0; 1022 object::flags_t allflags; // all flags of all objects or'ed together
1171 top_obj = 0;
1172 floor_obj = 0;
1173 1023
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1025 {
1176 /* This could be made additive I guess (two lights better than 1026 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1177 * one). But if so, it shouldn't be a simple additive - 2
1178 * light bulbs do not illuminate twice as far as once since
1179 * it is a dissapation factor that is cubed.
1180 */
1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius; 1027 light += tmp->glow_radius;
1183 1028
1184 /* This call is needed in order to update objects the player 1029 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1030 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1031 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1032 * 3 times each time the player moves, because many of the
1188 * functions the move_player calls eventualy call this. 1033 * functions the move_player calls eventualy call this.
1189 * 1034 *
1190 * Always put the player down for drawing. 1035 * Always put the player down for drawing.
1191 */ 1036 */
1192 if (!tmp->invisible) 1037 if (expect_true (!tmp->invisible))
1193 { 1038 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1040 top = tmp;
1198 } 1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1042 {
1201 /* If we got a floor, that means middle and top were below it, 1043 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1044 * so should not be visible, so we clear them.
1203 */ 1045 */
1204 middle = blank_face; 1046 middle = 0;
1205 top = blank_face; 1047 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1208 } 1051 }
1209 /* Flag anywhere have high priority */ 1052 else
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1053 {
1212 middle = tmp->face; 1054 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 {
1056 ++items;
1057 volume += tmp->volume ();
1058 }
1213 1059
1214 middle_obj = tmp; 1060 /* Flag anywhere have high priority */
1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1215 anywhere = 1; 1062 anywhere = tmp;
1063
1064 /* Find the highest visible face around. If equal
1065 * visibilities, we still want the one nearer to the
1066 * top
1067 */
1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1069 {
1070 middle_visibility = ::faces [tmp->face].visibility;
1071 middle = tmp;
1072 }
1216 } 1073 }
1217 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the
1219 * top
1220 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp;
1225 }
1226 }
1227
1228 if (tmp == tmp->above)
1229 {
1230 LOG (llevError, "Error in structure of map\n");
1231 exit (-1);
1232 } 1074 }
1233 1075
1234 move_slow |= tmp->move_slow; 1076 move_slow |= tmp->move_slow;
1235 move_block |= tmp->move_block; 1077 move_block |= tmp->move_block;
1236 move_on |= tmp->move_on; 1078 move_on |= tmp->move_on;
1237 move_off |= tmp->move_off; 1079 move_off |= tmp->move_off;
1238 move_allow |= tmp->move_allow; 1080 move_allow |= tmp->move_allow;
1239 1081
1240 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1082 allflags |= tmp->flag;
1241 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1083
1242 if (tmp->type == PLAYER) flags |= P_PLAYER; 1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1085 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1246 } 1086 }
1247 1087
1248 this->light = light; 1088 // FLAG_SEE_ANYWHERE takes precedence
1089 if (anywhere)
1090 middle = anywhere;
1091
1092 // ORing all flags together and checking them here is much faster
1093 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097
1098 this->light = min (light, MAX_LIGHT_RADIUS);
1249 this->flags_ = flags; 1099 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on; 1101 this->move_on = move_on;
1252 this->move_off = move_off; 1102 this->move_off = move_off;
1253 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1104 this->volume_ = (volume + 1023) / 1024;
1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1254 1106
1255 /* At this point, we have a floor face (if there is a floor), 1107 /* At this point, we have a floor face (if there is a floor),
1256 * and the floor is set - we are not going to touch it at 1108 * and the floor is set - we are not going to touch it at
1257 * this point. 1109 * this point.
1258 * middle contains the highest visibility face. 1110 * middle contains the highest visibility face.
1265 * middle face. This should not happen, as we already have the 1117 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1118 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1119 * may be possible for the faces to match but be different objects.
1268 */ 1120 */
1269 if (top == middle) 1121 if (top == middle)
1270 middle = blank_face; 1122 middle = 0;
1271 1123
1272 /* There are three posibilities at this point: 1124 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1125 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1126 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1127 * 3) neither middle or top is set - need to set both.
1276 */ 1128 */
1277 1129
1278 for (tmp = last; tmp; tmp = tmp->below) 1130 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1131 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1132 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1133 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1134 break;
1283 1135
1284 /* If two top faces are already set, quit processing */ 1136 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1137 if (top && middle)
1286 break; 1138 break;
1287 1139
1288 /* Only show visible faces, unless its the editor - show all */ 1140 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1141 if (!tmp->invisible)
1290 { 1142 {
1291 /* Fill in top if needed */ 1143 /* Fill in top if needed */
1292 if (top == blank_face) 1144 if (!top)
1293 { 1145 {
1294 top = tmp->face;
1295 top_obj = tmp; 1146 top = tmp;
1296 if (top == middle) 1147 if (top == middle)
1297 middle = blank_face; 1148 middle = 0;
1298 } 1149 }
1299 else 1150 else
1300 { 1151 {
1301 /* top is already set - we should only get here if 1152 /* top is already set - we should only get here if
1302 * middle is not set 1153 * middle is not set
1303 * 1154 *
1304 * Set the middle face and break out, since there is nothing 1155 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1156 * more to fill in. We don't check visiblity here, since
1306 * 1157 *
1307 */ 1158 */
1308 if (tmp->face != top) 1159 if (tmp != top)
1309 { 1160 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1161 middle = tmp;
1312 break; 1162 break;
1313 } 1163 }
1314 } 1164 }
1315 } 1165 }
1316 } 1166 }
1317 1167
1318 if (middle == floor) 1168 if (middle == floor)
1319 middle = blank_face; 1169 middle = 0;
1320 1170
1321 if (top == middle) 1171 if (top == middle)
1322 middle = blank_face; 1172 middle = 0;
1323 1173
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1174#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1175 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1176 faces_obj [1] = middle;
1177 faces_obj [2] = floor;
1178#endif
1327} 1179}
1328 1180
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1181maptile *
1330 * the map. It also takes care of linking back the freshly loaded 1182maptile::tile_available (int dir, bool load)
1331 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1333 * so that it is easier for calling functions to verify success.
1334 */
1335static maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1337{ 1183{
1338 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1184 if (tile_path[dir])
1339
1340 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1341 {
1342 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1343 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1344 &orig_map->tile_path[tile_num], &orig_map->path);
1345 mp = new maptile (1, 1);
1346 mp->alloc ();
1347 mp->in_memory = MAP_IN_MEMORY;
1348 } 1185 {
1186 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1187 return tile_map[dir];
1349 1188
1350 int dest_tile = (tile_num + 2) % 4; 1189 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1190 return tile_map[dir];
1191 }
1351 1192
1352 orig_map->tile_map[tile_num] = mp;
1353
1354 // optimisation: back-link map to origin map if euclidean
1355 //TODO: non-euclidean maps MUST GO
1356 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1357 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1358
1359 return mp; 1193 return 0;
1360} 1194}
1361 1195
1362/* this returns TRUE if the coordinates (x,y) are out of 1196/* this returns TRUE if the coordinates (x,y) are out of
1363 * map m. This function also takes into account any 1197 * map m. This function also takes into account any
1364 * tiling considerations, loading adjacant maps as needed. 1198 * tiling considerations, loading adjacant maps as needed.
1377 if (!m) 1211 if (!m)
1378 return 0; 1212 return 0;
1379 1213
1380 if (x < 0) 1214 if (x < 0)
1381 { 1215 {
1382 if (!m->tile_path[3]) 1216 if (!m->tile_available (3))
1383 return 1; 1217 return 1;
1384 1218
1385 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1386 load_and_link_tiled_map (m, 3);
1387
1388 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1219 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1389 } 1220 }
1390 1221
1391 if (x >= m->width) 1222 if (x >= m->width)
1392 { 1223 {
1393 if (!m->tile_path[1]) 1224 if (!m->tile_available (1))
1394 return 1; 1225 return 1;
1395 1226
1396 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1397 load_and_link_tiled_map (m, 1);
1398
1399 return out_of_map (m->tile_map[1], x - m->width, y); 1227 return out_of_map (m->tile_map[1], x - m->width, y);
1400 } 1228 }
1401 1229
1402 if (y < 0) 1230 if (y < 0)
1403 { 1231 {
1404 if (!m->tile_path[0]) 1232 if (!m->tile_available (0))
1405 return 1; 1233 return 1;
1406 1234
1407 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1408 load_and_link_tiled_map (m, 0);
1409
1410 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1235 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1411 } 1236 }
1412 1237
1413 if (y >= m->height) 1238 if (y >= m->height)
1414 { 1239 {
1415 if (!m->tile_path[2]) 1240 if (!m->tile_available (2))
1416 return 1; 1241 return 1;
1417
1418 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1419 load_and_link_tiled_map (m, 2);
1420 1242
1421 return out_of_map (m->tile_map[2], x, y - m->height); 1243 return out_of_map (m->tile_map[2], x, y - m->height);
1422 } 1244 }
1423 1245
1424 /* Simple case - coordinates are within this local 1246 /* Simple case - coordinates are within this local
1429 1251
1430/* This is basically the same as out_of_map above, but 1252/* This is basically the same as out_of_map above, but
1431 * instead we return NULL if no map is valid (coordinates 1253 * instead we return NULL if no map is valid (coordinates
1432 * out of bounds and no tiled map), otherwise it returns 1254 * out of bounds and no tiled map), otherwise it returns
1433 * the map as that the coordinates are really on, and 1255 * the map as that the coordinates are really on, and
1434 * updates x and y to be the localized coordinates. 1256 * updates x and y to be the localised coordinates.
1435 * Using this is more efficient of calling out_of_map 1257 * Using this is more efficient of calling out_of_map
1436 * and then figuring out what the real map is 1258 * and then figuring out what the real map is
1437 */ 1259 */
1438maptile * 1260maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1261maptile::xy_find (sint16 &x, sint16 &y)
1440{ 1262{
1441 if (*x < 0) 1263 if (x < 0)
1442 { 1264 {
1443 if (!m->tile_path[3]) 1265 if (!tile_available (3))
1444 return 0; 1266 return 0;
1445 1267
1446 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1447 load_and_link_tiled_map (m, 3);
1448
1449 *x += m->tile_map[3]->width; 1268 x += tile_map[3]->width;
1450 return (get_map_from_coord (m->tile_map[3], x, y)); 1269 return tile_map[3]->xy_find (x, y);
1451 } 1270 }
1452 1271
1453 if (*x >= m->width) 1272 if (x >= width)
1454 { 1273 {
1455 if (!m->tile_path[1]) 1274 if (!tile_available (1))
1456 return 0; 1275 return 0;
1457 1276
1458 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1459 load_and_link_tiled_map (m, 1);
1460
1461 *x -= m->width; 1277 x -= width;
1462 return (get_map_from_coord (m->tile_map[1], x, y)); 1278 return tile_map[1]->xy_find (x, y);
1463 } 1279 }
1464 1280
1465 if (*y < 0) 1281 if (y < 0)
1466 { 1282 {
1467 if (!m->tile_path[0]) 1283 if (!tile_available (0))
1468 return 0; 1284 return 0;
1469 1285
1470 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1471 load_and_link_tiled_map (m, 0);
1472
1473 *y += m->tile_map[0]->height; 1286 y += tile_map[0]->height;
1474 return (get_map_from_coord (m->tile_map[0], x, y)); 1287 return tile_map[0]->xy_find (x, y);
1475 } 1288 }
1476 1289
1477 if (*y >= m->height) 1290 if (y >= height)
1478 { 1291 {
1479 if (!m->tile_path[2]) 1292 if (!tile_available (2))
1480 return 0; 1293 return 0;
1481 1294
1482 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1483 load_and_link_tiled_map (m, 2);
1484
1485 *y -= m->height; 1295 y -= height;
1486 return (get_map_from_coord (m->tile_map[2], x, y)); 1296 return tile_map[2]->xy_find (x, y);
1487 } 1297 }
1488 1298
1489 /* Simple case - coordinates are within this local 1299 /* Simple case - coordinates are within this local
1490 * map. 1300 * map.
1491 */ 1301 */
1492 return m; 1302 return this;
1493} 1303}
1494 1304
1495/** 1305/**
1496 * Return whether map2 is adjacent to map1. If so, store the distance from 1306 * Return whether map2 is adjacent to map1. If so, store the distance from
1497 * map1 to map2 in dx/dy. 1307 * map1 to map2 in dx/dy.
1498 */ 1308 */
1499static int 1309int
1500adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1310adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1501{ 1311{
1502 if (!map1 || !map2) 1312 if (!map1 || !map2)
1503 return 0; 1313 return 0;
1504 1314
1315 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1316 //fix: compare paths instead (this is likely faster, too!)
1505 if (map1 == map2) 1317 if (map1 == map2)
1506 { 1318 {
1507 *dx = 0; 1319 *dx = 0;
1508 *dy = 0; 1320 *dy = 0;
1509 } 1321 }
1569 } 1381 }
1570 else 1382 else
1571 return 0; 1383 return 0;
1572 1384
1573 return 1; 1385 return 1;
1386}
1387
1388maptile *
1389maptile::xy_load (sint16 &x, sint16 &y)
1390{
1391 maptile *map = xy_find (x, y);
1392
1393 if (map)
1394 map->load_sync ();
1395
1396 return map;
1397}
1398
1399maptile *
1400get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1401{
1402 return m->xy_load (*x, *y);
1574} 1403}
1575 1404
1576/* From map.c 1405/* From map.c
1577 * This is used by get_player to determine where the other 1406 * This is used by get_player to determine where the other
1578 * creature is. get_rangevector takes into account map tiling, 1407 * creature is. get_rangevector takes into account map tiling,
1579 * so you just can not look the the map coordinates and get the 1408 * so you just can not look the the map coordinates and get the
1580 * righte value. distance_x/y are distance away, which 1409 * righte value. distance_x/y are distance away, which
1581 * can be negativbe. direction is the crossfire direction scheme 1410 * can be negative. direction is the crossfire direction scheme
1582 * that the creature should head. part is the part of the 1411 * that the creature should head. part is the part of the
1583 * monster that is closest. 1412 * monster that is closest.
1584 * 1413 *
1585 * get_rangevector looks at op1 and op2, and fills in the 1414 * get_rangevector looks at op1 and op2, and fills in the
1586 * structure for op1 to get to op2. 1415 * structure for op1 to get to op2.
1597get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1426get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1598{ 1427{
1599 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1428 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1600 { 1429 {
1601 /* be conservative and fill in _some_ data */ 1430 /* be conservative and fill in _some_ data */
1602 retval->distance = 100000; 1431 retval->distance = 10000;
1603 retval->distance_x = 32767; 1432 retval->distance_x = 10000;
1604 retval->distance_y = 32767; 1433 retval->distance_y = 10000;
1605 retval->direction = 0; 1434 retval->direction = 0;
1606 retval->part = 0; 1435 retval->part = 0;
1607 } 1436 }
1608 else 1437 else
1609 { 1438 {
1614 1443
1615 best = op1; 1444 best = op1;
1616 /* If this is multipart, find the closest part now */ 1445 /* If this is multipart, find the closest part now */
1617 if (!(flags & 0x1) && op1->more) 1446 if (!(flags & 0x1) && op1->more)
1618 { 1447 {
1619 object *tmp;
1620 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1448 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1621 1449
1622 /* we just take the offset of the piece to head to figure 1450 /* we just take the offset of the piece to head to figure
1623 * distance instead of doing all that work above again 1451 * distance instead of doing all that work above again
1624 * since the distance fields we set above are positive in the 1452 * since the distance fields we set above are positive in the
1625 * same axis as is used for multipart objects, the simply arithmetic 1453 * same axis as is used for multipart objects, the simply arithmetic
1626 * below works. 1454 * below works.
1627 */ 1455 */
1628 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1629 { 1457 {
1630 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1458 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1631 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1459 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1632 if (tmpi < best_distance) 1460 if (tmpi < best_distance)
1633 { 1461 {
1634 best_distance = tmpi; 1462 best_distance = tmpi;
1635 best = tmp; 1463 best = tmp;
1636 } 1464 }
1637 } 1465 }
1466
1638 if (best != op1) 1467 if (best != op1)
1639 { 1468 {
1640 retval->distance_x += op1->x - best->x; 1469 retval->distance_x += op1->x - best->x;
1641 retval->distance_y += op1->y - best->y; 1470 retval->distance_y += op1->y - best->y;
1642 } 1471 }
1643 } 1472 }
1473
1644 retval->part = best; 1474 retval->part = best;
1645 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1475 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1646 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1476 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1647 } 1477 }
1648} 1478}
1649 1479
1650/* this is basically the same as get_rangevector above, but instead of 1480/* this is basically the same as get_rangevector above, but instead of
1655 * flags has no meaning for this function at this time - I kept it in to 1485 * flags has no meaning for this function at this time - I kept it in to
1656 * be more consistant with the above function and also in case they are needed 1486 * be more consistant with the above function and also in case they are needed
1657 * for something in the future. Also, since no object is pasted, the best 1487 * for something in the future. Also, since no object is pasted, the best
1658 * field of the rv_vector is set to NULL. 1488 * field of the rv_vector is set to NULL.
1659 */ 1489 */
1660
1661void 1490void
1662get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1491get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1663{ 1492{
1664 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1493 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1665 { 1494 {
1666 /* be conservative and fill in _some_ data */ 1495 /* be conservative and fill in _some_ data */
1667 retval->distance = 100000; 1496 retval->distance = 100000;
1673 else 1502 else
1674 { 1503 {
1675 retval->distance_x += op2->x - x; 1504 retval->distance_x += op2->x - x;
1676 retval->distance_y += op2->y - y; 1505 retval->distance_y += op2->y - y;
1677 1506
1678 retval->part = NULL; 1507 retval->part = 0;
1679 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1508 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1680 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1509 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1681 } 1510 }
1682} 1511}
1683 1512
1684/* Returns true of op1 and op2 are effectively on the same map 1513/* Returns true of op1 and op2 are effectively on the same map
1695 int dx, dy; 1524 int dx, dy;
1696 1525
1697 return adjacent_map (op1->map, op2->map, &dx, &dy); 1526 return adjacent_map (op1->map, op2->map, &dx, &dy);
1698} 1527}
1699 1528
1529//-GPL
1530
1700object * 1531object *
1701maptile::insert (object *op, int x, int y, object *originator, int flags) 1532maptile::insert (object *op, int x, int y, object *originator, int flags)
1702{ 1533{
1703 if (!op->flag [FLAG_REMOVED])
1704 op->remove ();
1705
1706 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1534 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1707} 1535}
1708 1536
1537region *
1538maptile::region (int x, int y) const
1539{
1540 if (regions
1541 && regionmap
1542 && !OUT_OF_REAL_MAP (this, x, y))
1543 if (struct region *reg = regionmap [regions [y * width + x]])
1544 return reg;
1545
1546 if (default_region)
1547 return default_region;
1548
1549 return ::region::default_region ();
1550}
1551
1552//+GPL
1553
1554/* picks a random object from a style map.
1555 */
1556object *
1557maptile::pick_random_object (rand_gen &gen) const
1558{
1559 /* while returning a null object will result in a crash, that
1560 * is actually preferable to an infinite loop. That is because
1561 * most servers will automatically restart in case of crash.
1562 * Change the logic on getting the random space - shouldn't make
1563 * any difference, but this seems clearer to me.
1564 */
1565 for (int i = 1000; --i;)
1566 {
1567 object *pick = at (gen (width), gen (height)).bot;
1568
1569 // do not prefer big monsters just because they are big.
1570 if (pick && pick->is_head ())
1571 return pick->head_ ();
1572 }
1573
1574 // instead of crashing in the unlikely(?) case, try to return *something*
1575 return archetype::find (shstr_bug);
1576}
1577
1578//-GPL
1579
1580void
1581maptile::play_sound (faceidx sound, int x, int y) const
1582{
1583 if (!sound)
1584 return;
1585
1586 for_all_players_on_map (pl, this)
1587 if (client *ns = pl->ns)
1588 {
1589 int dx = x - pl->ob->x;
1590 int dy = y - pl->ob->y;
1591
1592 int distance = idistance (dx, dy);
1593
1594 if (distance <= MAX_SOUND_DISTANCE)
1595 ns->play_sound (sound, dx, dy);
1596 }
1597}
1598
1599void
1600maptile::say_msg (const char *msg, int x, int y) const
1601{
1602 for_all_players (pl)
1603 if (client *ns = pl->ns)
1604 {
1605 int dx = x - pl->ob->x;
1606 int dy = y - pl->ob->y;
1607
1608 int distance = idistance (dx, dy);
1609
1610 if (distance <= MAX_SOUND_DISTANCE)
1611 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1612 }
1613}
1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1680{
1681 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1682 buf.clear ();
1683
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685
1686 // add end marker
1687 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688 r->m = 0;
1689
1690 return (maprect *)buf.linearise ();
1691}
1692

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