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Comparing deliantra/server/common/map.C (file contents):
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC vs.
Revision 1.184 by root, Sun Apr 11 00:34:05 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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"
30#include "path.h" 28#include "path.h"
31 29
32/* 30//+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[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45 31
46/* 32sint8 maptile::outdoor_darkness;
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 33
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 72 * by the caller.
137 */ 73 */
138int 74int
139blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 76{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 78 * have already checked this.
146 */ 79 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 81 {
149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
150 return 1; 83 return 1;
151 } 84 }
152 85
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 87
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
159 90
160 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 93 * things we need to do for players.
163 */ 94 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0; 96 return 0;
166 97
167 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
173 */ 104 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 106 return 0;
176 107
177 if (ob->head != NULL)
178 ob = ob->head; 108 ob = ob->head_ ();
179 109
180 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 116 {
187 117 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
198 return 1; 131 return 1;
199 else 132 }
200 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
217 * movement, can't move here. 150
218 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 152 && tmp->head_ () != ob
220 */ 153 && tmp != ob
221 if (OB_MOVE_BLOCK (ob, tmp)) 154 && tmp->type != DOOR)
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1; 155 return 1;
226 } 156 }
227
228 } 157 }
158
229 return 0; 159 return 0;
230} 160}
231 161
232
233/* 162/*
234 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
239 * 168 *
240 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
241 * 170 *
242 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
254 * 183 *
255 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
257 * against the move_block values. 186 * against the move_block values.
258 */ 187 */
259int 188bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
261{ 190{
262 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
276 194
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
278 { 196 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 197
281 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 199
283 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 201 return 1;
285 202
286 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
287 204 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 206 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 208 continue;
295 209
296 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
298 */ 212 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
300 return P_NO_PASS; 214 return 1;
301 } 215 }
302 216
303 return 0; 217 return 0;
304} 218}
305 219
306/* When the map is loaded, load_object does not actually insert objects 220//-GPL
307 * into inventory, but just links them. What this does is go through
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312void
313fix_container (object *container)
314{
315 object *tmp = container->inv, *next;
316
317 container->inv = 0;
318 while (tmp)
319 {
320 next = tmp->below;
321 if (tmp->inv)
322 fix_container (tmp);
323
324 insert_ob_in_ob (tmp, container);
325 tmp = next;
326 }
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332}
333 221
334void 222void
335maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
336{ 224{
337 if (!spaces) 225 if (!spaces)
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
343} 231}
344 232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
260
345/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 265 */
351void 266void
352maptile::link_multipart_objects () 267maptile::link_multipart_objects ()
353{ 268{
354 if (!spaces) 269 if (!spaces)
355 return; 270 return;
356 271
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 273 {
274 object *op = ms->bot;
275 while (op)
359 { 276 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 279 {
374 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
375 282
376 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
391 } 290 }
291 else
292 op = op->above;
392 } 293 }
393
394 tmp = above;
395 } 294 }
396} 295}
296
297//-GPL
397 298
398/* 299/*
399 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 301 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 302 */
403bool 303bool
404maptile::load_objects (object_thawer &thawer) 304maptile::_load_objects (object_thawer &f)
405{ 305{
406 int unique; 306 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 307 {
414 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 309
416 * or editor will not be able to do anything with it either. 310 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 311 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 op->update_weight ();
318
319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
342 }
343
421 continue; 344 continue;
422 }
423 345
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 346 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 347 return true;
437 op->head = prev, last_more->more = op, last_more = op; 348
349 default:
350 if (!f.parse_error ("map file"))
351 return false;
438 break; 352 break;
439 } 353 }
440 354
441 op = object::create (); 355 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 356 }
462#endif
463 357
464 return true; 358 return true;
465} 359}
466 360
467void 361void
468maptile::activate () 362maptile::activate ()
469{ 363{
470 if (!spaces) 364 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 366 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 367 op->activate_recursive ();
476} 368}
477 369
478void 370void
479maptile::deactivate () 371maptile::deactivate ()
480{ 372{
481 if (!spaces) 373 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 376 op->deactivate_recursive ();
487} 377}
488 378
489bool 379bool
490maptile::save_objects (object_freezer &freezer, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
491{ 381{
382 coroapi::cede_to_tick ();
383
492 if (flags & IO_HEADER) 384 if (flags & IO_HEADER)
493 save_header (freezer); 385 _save_header (f);
494 386
495 if (!spaces) 387 if (!spaces)
496 return false; 388 return false;
497 389
498 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
499 { 391 {
500 int unique = 0; 392 bool unique = 0;
393
501 for (object *op = spaces [i].bot; op; op = op->above) 394 for (object *op = spaces [i].bot; op; op = op->above)
502 { 395 {
503 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
504 unique = 1;
505 397
506 if (!op->can_map_save ()) 398 if (expect_false (!op->can_map_save ()))
507 continue; 399 continue;
508 400
509 if (unique || op->flag [FLAG_UNIQUE]) 401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
510 { 402 {
511 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 404 op->write (f);
513 } 405 }
514 else if (flags & IO_OBJECTS) 406 else if (expect_true (flags & IO_OBJECTS))
515 save_object (freezer, op, 1); 407 op->write (f);
516 } 408 }
517 } 409 }
518 410
411 coroapi::cede_to_tick ();
412
519 return true; 413 return true;
520} 414}
521 415
522bool 416bool
523maptile::load_objects (const char *path, bool skip_header) 417maptile::_save_objects (const char *path, int flags)
524{ 418{
525 object_thawer thawer (path); 419 object_freezer freezer;
526 420
527 if (!thawer) 421 if (!_save_objects (freezer, flags))
528 return false; 422 return false;
529 423
530 if (skip_header)
531 for (;;)
532 {
533 keyword kw = thawer.get_kv ();
534
535 if (kw == KW_end)
536 break;
537
538 thawer.skip_kv (kw);
539 }
540
541 return load_objects (thawer);
542}
543
544bool
545maptile::save_objects (const char *path, int flags)
546{
547 object_freezer freezer;
548
549 if (!save_objects (freezer, flags))
550 return false;
551
552 return freezer.save (path); 424 return freezer.save (path);
553} 425}
554 426
555maptile::maptile () 427maptile::maptile ()
556{ 428{
557 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
558 430
559 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
561 */ 433 */
562 width = 16; 434 width = 16;
563 height = 16; 435 height = 16;
564 reset_timeout = 0;
565 timeout = 300; 436 timeout = 300;
566 enter_x = 0; 437 max_items = MAX_ITEM_PER_ACTION;
567 enter_y = 0; 438 max_volume = 2000000; // 2m³
568} 439}
569 440
570maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
571{ 442{
572 in_memory = MAP_SWAPPED; 443 in_memory = MAP_SWAPPED;
592 if (spaces) 463 if (spaces)
593 return; 464 return;
594 465
595 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
596} 467}
468
469//+GPL
597 470
598/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
599 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
600 * at a later date. 473 * at a later date.
601 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
678 return items; 551 return items;
679} 552}
680 553
681/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
682 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
683static void 556static const char *
684print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
685{ 558{
686 int i; 559 static dynbuf_text buf; buf.clear ();
687 char tmp[MAX_BUF];
688 560
689 strcpy (output_string, "");
690 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
691 { 562 {
692 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
693 { 564 {
694 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
695 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
696 else 567 else
697 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
698 } 569 }
699 else 570 else
700 { 571 {
701 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
702 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
703 else 574 else
704 sprintf (tmp, "*"); 575 buf.printf ("*");
705 } 576 }
706
707 strcat (output_string, tmp);
708 } 577 }
578
579 return buf;
709} 580}
581
582//-GPL
710 583
711/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
712 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
713 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
714 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
718 * This could be done in lex (like the object loader), but I think 591 * This could be done in lex (like the object loader), but I think
719 * currently, there are few enough fields this is not a big deal. 592 * currently, there are few enough fields this is not a big deal.
720 * MSW 2001-07-01 593 * MSW 2001-07-01
721 */ 594 */
722bool 595bool
723maptile::load_header (object_thawer &thawer) 596maptile::_load_header (object_thawer &thawer)
724{ 597{
725 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
726 int msgpos = 0;
727 int maplorepos = 0;
728
729 for (;;) 598 for (;;)
730 { 599 {
731 keyword kw = thawer.get_kv ();
732
733 switch (kw) 600 switch (thawer.kw)
734 { 601 {
735 case KW_EOF:
736 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
737 return false;
738
739 case KW_end:
740 return true;
741
742 case KW_msg: 602 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 603 thawer.get_ml (KW_endmsg, msg);
744 break; 604 break;
745 605
746 case KW_lore: // CF+ extension 606 case KW_lore: // CF+ extension
768 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
769 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
770 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
771 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
772 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
773 case KW_temp: thawer.get (temp); break;
774 case KW_pressure: thawer.get (pressure); break;
775 case KW_humid: thawer.get (humid); break;
776 case KW_windspeed: thawer.get (windspeed); break;
777 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break;
779 633
780 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break;
782 638
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 639 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 641
786 // old names new names 642 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 643 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 644 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 653 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 657
658 case KW_ERROR:
659 set_key_text (thawer.kw_str, thawer.value);
660 break;
661
662 case KW_end:
663 thawer.next ();
664 return true;
665
802 default: 666 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 667 if (!thawer.parse_error ("map", 0))
668 return false;
804 break; 669 break;
805 } 670 }
671
672 thawer.next ();
806 } 673 }
807 674
808 abort (); 675 abort ();
809} 676}
810 677
811bool 678//+GPL
812maptile::load_header (const char *path)
813{
814 object_thawer thawer (path);
815
816 if (!thawer)
817 return false;
818
819 return load_header (thawer);
820}
821 679
822/****************************************************************************** 680/******************************************************************************
823 * This is the start of unique map handling code 681 * This is the start of unique map handling code
824 *****************************************************************************/ 682 *****************************************************************************/
825 683
832 int unique = 0; 690 int unique = 0;
833 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
834 { 692 {
835 object *above = op->above; 693 object *above = op->above;
836 694
837 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
838 unique = 1; 696 unique = 1;
839 697
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
841 {
842 op->destroy_inv (false);
843 op->destroy (); 699 op->destroy ();
844 }
845 700
846 op = above; 701 op = above;
847 } 702 }
848 } 703 }
849} 704}
850 705
706//-GPL
707
851bool 708bool
852maptile::save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
853{ 710{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
856 713
857 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
858 715
859 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
860 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
861 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
864 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
865
866 if (region) MAP_OUT2 (region, region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
867 725
868 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
869 {
870 char shop[MAX_BUF];
871 print_shop_string (this, shop);
872 MAP_OUT2 (shopitems, shop);
873 }
874
875 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
876 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
877 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
878 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
879 MAP_OUT (darkness); 731
880 MAP_OUT (width); 732 MAP_OUT (width);
881 MAP_OUT (height); 733 MAP_OUT (height);
882 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
883 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
884 736 MAP_OUT (darkness);
885 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
886 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
887
888 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
889 MAP_OUT (temp); 738
890 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
891 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
892 MAP_OUT (windspeed);
893 MAP_OUT (winddir);
894 MAP_OUT (sky);
895 741
896 MAP_OUT (per_player); 742 MAP_OUT (per_player);
897 MAP_OUT (per_party); 743 MAP_OUT (per_party);
898 744
899 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
900 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
901 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
902 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
903 749
904 freezer.put (this); 750 freezer.put (this);
905 freezer.put (KW_end); 751 freezer.put (KW(end));
906 752
907 return true; 753 return true;
908} 754}
909 755
910bool 756bool
911maptile::save_header (const char *path) 757maptile::_save_header (const char *path)
912{ 758{
913 object_freezer freezer; 759 object_freezer freezer;
914 760
915 if (!save_header (freezer)) 761 if (!_save_header (freezer))
916 return false; 762 return false;
917 763
918 return freezer.save (path); 764 return freezer.save (path);
919} 765}
766
767//+GPL
920 768
921/* 769/*
922 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
923 */ 771 */
924void 772void
925maptile::clear () 773maptile::clear ()
926{ 774{
927 if (!spaces) 775 if (spaces)
928 return; 776 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 778 while (object *op = ms->bot)
932 { 779 {
780 // manually remove, as to not trigger anything
781 if (ms->bot = op->above)
782 ms->bot->below = 0;
783
784 op->flag [FLAG_REMOVED] = true;
785
786 object *head = op->head_ ();
933 if (op->head) 787 if (op == head)
934 op = op->head;
935
936 op->destroy_inv (false);
937 op->destroy (); 788 op->destroy ();
789 else if (head->map != op->map)
790 {
791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
792 head->destroy ();
793 }
794 }
795
796 sfree0 (spaces, size ());
938 } 797 }
939
940 sfree (spaces, size ()), spaces = 0;
941 798
942 if (buttons) 799 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 800 free_objectlinkpt (buttons), buttons = 0;
801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
944} 804}
945 805
946void 806void
947maptile::clear_header () 807maptile::clear_header ()
948{ 808{
980 attachable::do_destroy (); 840 attachable::do_destroy ();
981 841
982 clear (); 842 clear ();
983} 843}
984 844
985/* 845/* decay and destroy perishable items in a map */
986 * Updates every button on the map (by calling update_button() for them). 846// TODO: should be done regularly, not on map load?
987 */
988void 847void
989maptile::update_buttons () 848maptile::do_decay_objects ()
990{ 849{
991 for (oblinkpt *obp = buttons; obp; obp = obp->next) 850 if (!spaces)
992 for (objectlink *ol = obp->link; ol; ol = ol->next) 851 return;
852
853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
854 for (object *above, *op = ms->bot; op; op = above)
993 { 855 {
994 if (!ol->ob) 856 above = op->above;
857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
862 bool destroy = 0;
863
864 if (op->flag [FLAG_IS_FLOOR]
865 || op->flag [FLAG_OBJ_ORIGINAL]
866 || op->flag [FLAG_UNIQUE]
867 || op->flag [FLAG_OVERLAY_FLOOR]
868 || op->flag [FLAG_UNPAID]
869 || op->is_alive ())
870 ; // do not decay
871 else if (op->is_weapon ())
995 { 872 {
996 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 873 op->stats.dam--;
997 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 874 if (op->stats.dam < 0)
998 continue; 875 destroy = 1;
999 } 876 }
1000 877 else if (op->is_armor ())
1001 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1002 { 878 {
1003 update_button (ol->ob); 879 op->stats.ac--;
1004 break; 880 if (op->stats.ac < 0)
881 destroy = 1;
1005 } 882 }
883 else if (op->type == FOOD)
884 {
885 op->stats.food -= rndm (5, 20);
886 if (op->stats.food < 0)
887 destroy = 1;
888 }
889 else
890 {
891 int mat = op->materials;
892
893 if (mat & M_PAPER
894 || mat & M_LEATHER
895 || mat & M_WOOD
896 || mat & M_ORGANIC
897 || mat & M_CLOTH
898 || mat & M_LIQUID
899 || (mat & M_IRON && rndm (1, 5) == 1)
900 || (mat & M_GLASS && rndm (1, 2) == 1)
901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
903 //|| (mat & M_ICE && temp > 32)
904 )
905 destroy = 1;
906 }
907
908 /* adjust overall chance below */
909 if (destroy && rndm (0, 1))
910 op->destroy ();
1006 } 911 }
1007} 912}
1008 913
1009/* 914/*
1010 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
1011 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
1012 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
1013 * 918 *
1014 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
1015 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
1016 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
1017 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
1018 */ 923 */
1019int 924int
1020maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
1021{ 926{
1022 long monster_cnt = 0; 927 long monster_cnt = 0;
1024 sint64 total_exp = 0; 929 sint64 total_exp = 0;
1025 930
1026 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1027 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
1028 { 933 {
1029 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
1030 { 935 {
1031 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
1032 monster_cnt++; 937 monster_cnt++;
1033 } 938 }
1034 939
1035 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
1036 { 941 {
1037 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
1038 943
1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
1040 total_exp += at->clone.stats.exp * 8; 946 total_exp += at->stats.exp * 8;
1041
1042 monster_cnt++; 947 monster_cnt++;
948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
1043 } 955 }
1044 } 956 }
1045 957
1046 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
1047 959
1060 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1061 */ 973 */
1062int 974int
1063maptile::change_map_light (int change) 975maptile::change_map_light (int change)
1064{ 976{
1065 int new_level = darkness + change;
1066
1067 /* Nothing to do */ 977 /* Nothing to do */
1068 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
1069 return 0; 979 return 0;
1070 980
1071 /* inform all players on the map */ 981 /* inform all players on the map */
1072 if (change > 0) 982 if (change > 0)
1073 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1074 else 984 else
1075 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1076 986
1077 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1078 * we need to be extra careful about negative values.
1079 * In general, the checks below are only needed if change
1080 * is not +/-1
1081 */
1082 if (new_level < 0)
1083 darkness = 0;
1084 else if (new_level >= MAX_DARKNESS)
1085 darkness = MAX_DARKNESS;
1086 else
1087 darkness = new_level;
1088 988
1089 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1090 update_all_map_los (this); 990 update_all_map_los (this);
991
1091 return 1; 992 return 1;
1092} 993}
1093 994
1094/* 995/*
1095 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1098 * through, etc) 999 * through, etc)
1099 */ 1000 */
1100void 1001void
1101mapspace::update_ () 1002mapspace::update_ ()
1102{ 1003{
1103 object *tmp, *last = 0; 1004 object *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1105 New_Face *top, *floor, *middle; 1006 sint8 light = 0;
1106 object *top_obj, *floor_obj, *middle_obj;
1107 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1108 1012
1109 middle = blank_face; 1013 //object *middle = 0;
1110 top = blank_face; 1014 //object *top = 0;
1111 floor = blank_face; 1015 //object *floor = 0;
1016 // this seems to generate better code than using locals, above
1017 object *&top = faces_obj[0] = 0;
1018 object *&middle = faces_obj[1] = 0;
1019 object *&floor = faces_obj[2] = 0;
1112 1020
1113 middle_obj = 0; 1021 object::flags_t allflags; // all flags of all objects or'ed together
1114 top_obj = 0;
1115 floor_obj = 0;
1116 1022
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1024 {
1119 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1120 * one). But if so, it shouldn't be a simple additive - 2
1121 * light bulbs do not illuminate twice as far as once since
1122 * it is a dissapation factor that is cubed.
1123 */
1124 if (tmp->glow_radius > light)
1125 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1126 1027
1127 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1128 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1129 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1130 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1131 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1132 * 1033 *
1133 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1134 */ 1035 */
1135 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1136 { 1037 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1039 top = tmp;
1141 } 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1041 {
1144 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1146 */ 1044 */
1147 middle = blank_face; 1045 middle = 0;
1148 top = blank_face; 1046 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1151 } 1050 }
1152 /* Flag anywhere have high priority */ 1051 else
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1052 {
1155 middle = tmp->face; 1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1156 1058
1157 middle_obj = tmp; 1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1158 anywhere = 1; 1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1070 middle = tmp;
1071 }
1159 } 1072 }
1160 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the
1162 * top
1163 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp;
1168 }
1169 }
1170
1171 if (tmp == tmp->above)
1172 {
1173 LOG (llevError, "Error in structure of map\n");
1174 exit (-1);
1175 } 1073 }
1176 1074
1177 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1178 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1179 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1180 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1181 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1182 1080
1183 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1184 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1185 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1186 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1187 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1188 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1189 } 1085 }
1190 1086
1191 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1192 this->flags_ = flags; 1098 this->flags_ = flags;
1193 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1194 this->move_on = move_on; 1100 this->move_on = move_on;
1195 this->move_off = move_off; 1101 this->move_off = move_off;
1196 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1197 1105
1198 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1199 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1200 * this point. 1108 * this point.
1201 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1208 * middle face. This should not happen, as we already have the 1116 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1117 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1118 * may be possible for the faces to match but be different objects.
1211 */ 1119 */
1212 if (top == middle) 1120 if (top == middle)
1213 middle = blank_face; 1121 middle = 0;
1214 1122
1215 /* There are three posibilities at this point: 1123 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1219 */ 1127 */
1220 1128
1221 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1222 { 1130 {
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1225 break; 1133 break;
1226 1134
1227 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1136 if (top && middle)
1229 break; 1137 break;
1230 1138
1231 /* Only show visible faces, unless its the editor - show all */ 1139 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1140 if (!tmp->invisible)
1233 { 1141 {
1234 /* Fill in top if needed */ 1142 /* Fill in top if needed */
1235 if (top == blank_face) 1143 if (!top)
1236 { 1144 {
1237 top = tmp->face;
1238 top_obj = tmp; 1145 top = tmp;
1239 if (top == middle) 1146 if (top == middle)
1240 middle = blank_face; 1147 middle = 0;
1241 } 1148 }
1242 else 1149 else
1243 { 1150 {
1244 /* top is already set - we should only get here if 1151 /* top is already set - we should only get here if
1245 * middle is not set 1152 * middle is not set
1246 * 1153 *
1247 * Set the middle face and break out, since there is nothing 1154 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1155 * more to fill in. We don't check visiblity here, since
1249 * 1156 *
1250 */ 1157 */
1251 if (tmp->face != top) 1158 if (tmp != top)
1252 { 1159 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1160 middle = tmp;
1255 break; 1161 break;
1256 } 1162 }
1257 } 1163 }
1258 } 1164 }
1259 } 1165 }
1260 1166
1261 if (middle == floor) 1167 if (middle == floor)
1262 middle = blank_face; 1168 middle = 0;
1263 1169
1264 if (top == middle) 1170 if (top == middle)
1265 middle = blank_face; 1171 middle = 0;
1266 1172
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1173#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1174 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1175 faces_obj [1] = middle;
1176 faces_obj [2] = floor;
1177#endif
1270} 1178}
1271 1179
1272/* this updates the orig_map->tile_map[tile_num] value after loading 1180maptile *
1273 * the map. It also takes care of linking back the freshly loaded 1181maptile::tile_available (int dir, bool load)
1274 * maps tile_map values if it tiles back to this one. It returns
1275 * the value of orig_map->tile_map[tile_num]. It really only does this
1276 * so that it is easier for calling functions to verify success.
1277 */
1278static maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num)
1280{ 1182{
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1183 if (tile_path[dir])
1282
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1284 {
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1);
1289 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY;
1291 } 1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1292 1187
1293 int dest_tile = (tile_num + 2) % 4; 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189 return tile_map[dir];
1190 }
1294 1191
1295 orig_map->tile_map[tile_num] = mp;
1296
1297 // optimisation: back-link map to origin map if euclidean
1298 //TODO: non-euclidean maps MUST GO
1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301
1302 return mp; 1192 return 0;
1303} 1193}
1304 1194
1305/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1210 if (!m)
1321 return 0; 1211 return 0;
1322 1212
1323 if (x < 0) 1213 if (x < 0)
1324 { 1214 {
1325 if (!m->tile_path[3]) 1215 if (!m->tile_available (3))
1326 return 1; 1216 return 1;
1327 1217
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1219 }
1333 1220
1334 if (x >= m->width) 1221 if (x >= m->width)
1335 { 1222 {
1336 if (!m->tile_path[1]) 1223 if (!m->tile_available (1))
1337 return 1; 1224 return 1;
1338 1225
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1226 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1227 }
1344 1228
1345 if (y < 0) 1229 if (y < 0)
1346 { 1230 {
1347 if (!m->tile_path[0]) 1231 if (!m->tile_available (0))
1348 return 1; 1232 return 1;
1349 1233
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1235 }
1355 1236
1356 if (y >= m->height) 1237 if (y >= m->height)
1357 { 1238 {
1358 if (!m->tile_path[2]) 1239 if (!m->tile_available (2))
1359 return 1; 1240 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2);
1363 1241
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1242 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1243 }
1366 1244
1367 /* Simple case - coordinates are within this local 1245 /* Simple case - coordinates are within this local
1372 1250
1373/* This is basically the same as out_of_map above, but 1251/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1252 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1253 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1254 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1255 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1256 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1257 * and then figuring out what the real map is
1380 */ 1258 */
1381maptile * 1259maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1260maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1261{
1384 if (*x < 0) 1262 if (x < 0)
1385 { 1263 {
1386 if (!m->tile_path[3]) 1264 if (!tile_available (3))
1387 return 0; 1265 return 0;
1388 1266
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1267 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1268 return tile_map[3]->xy_find (x, y);
1394 } 1269 }
1395 1270
1396 if (*x >= m->width) 1271 if (x >= width)
1397 { 1272 {
1398 if (!m->tile_path[1]) 1273 if (!tile_available (1))
1399 return 0; 1274 return 0;
1400 1275
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1276 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1277 return tile_map[1]->xy_find (x, y);
1406 } 1278 }
1407 1279
1408 if (*y < 0) 1280 if (y < 0)
1409 { 1281 {
1410 if (!m->tile_path[0]) 1282 if (!tile_available (0))
1411 return 0; 1283 return 0;
1412 1284
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1285 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1286 return tile_map[0]->xy_find (x, y);
1418 } 1287 }
1419 1288
1420 if (*y >= m->height) 1289 if (y >= height)
1421 { 1290 {
1422 if (!m->tile_path[2]) 1291 if (!tile_available (2))
1423 return 0; 1292 return 0;
1424 1293
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1294 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1295 return tile_map[2]->xy_find (x, y);
1430 } 1296 }
1431 1297
1432 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
1433 * map. 1299 * map.
1434 */ 1300 */
1435 return m; 1301 return this;
1436} 1302}
1437 1303
1438/** 1304/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1305 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1306 * map1 to map2 in dx/dy.
1441 */ 1307 */
1442static int 1308int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{ 1310{
1445 if (!map1 || !map2) 1311 if (!map1 || !map2)
1446 return 0; 1312 return 0;
1447 1313
1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1315 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1316 if (map1 == map2)
1449 { 1317 {
1450 *dx = 0; 1318 *dx = 0;
1451 *dy = 0; 1319 *dy = 0;
1452 } 1320 }
1512 } 1380 }
1513 else 1381 else
1514 return 0; 1382 return 0;
1515 1383
1516 return 1; 1384 return 1;
1385}
1386
1387maptile *
1388maptile::xy_load (sint16 &x, sint16 &y)
1389{
1390 maptile *map = xy_find (x, y);
1391
1392 if (map)
1393 map->load_sync ();
1394
1395 return map;
1396}
1397
1398maptile *
1399get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1400{
1401 return m->xy_load (*x, *y);
1517} 1402}
1518 1403
1519/* From map.c 1404/* From map.c
1520 * This is used by get_player to determine where the other 1405 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1406 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1407 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1408 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1409 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1410 * that the creature should head. part is the part of the
1526 * monster that is closest. 1411 * monster that is closest.
1527 * 1412 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1413 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1414 * structure for op1 to get to op2.
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{ 1426{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1428 {
1544 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1430 retval->distance = 10000;
1546 retval->distance_x = 32767; 1431 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1432 retval->distance_y = 10000;
1548 retval->direction = 0; 1433 retval->direction = 0;
1549 retval->part = 0; 1434 retval->part = 0;
1550 } 1435 }
1551 else 1436 else
1552 { 1437 {
1557 1442
1558 best = op1; 1443 best = op1;
1559 /* If this is multipart, find the closest part now */ 1444 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1445 if (!(flags & 0x1) && op1->more)
1561 { 1446 {
1562 object *tmp;
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1447 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1448
1565 /* we just take the offset of the piece to head to figure 1449 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1450 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1451 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1452 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1453 * below works.
1570 */ 1454 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1455 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1456 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1457 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1458 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1575 if (tmpi < best_distance) 1459 if (tmpi < best_distance)
1576 { 1460 {
1577 best_distance = tmpi; 1461 best_distance = tmpi;
1578 best = tmp; 1462 best = tmp;
1579 } 1463 }
1580 } 1464 }
1465
1581 if (best != op1) 1466 if (best != op1)
1582 { 1467 {
1583 retval->distance_x += op1->x - best->x; 1468 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1469 retval->distance_y += op1->y - best->y;
1585 } 1470 }
1586 } 1471 }
1472
1587 retval->part = best; 1473 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1474 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1475 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 } 1476 }
1591} 1477}
1592 1478
1593/* this is basically the same as get_rangevector above, but instead of 1479/* this is basically the same as get_rangevector above, but instead of
1598 * flags has no meaning for this function at this time - I kept it in to 1484 * flags has no meaning for this function at this time - I kept it in to
1599 * be more consistant with the above function and also in case they are needed 1485 * be more consistant with the above function and also in case they are needed
1600 * for something in the future. Also, since no object is pasted, the best 1486 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1487 * field of the rv_vector is set to NULL.
1602 */ 1488 */
1603
1604void 1489void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1490get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1491{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1492 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1493 {
1609 /* be conservative and fill in _some_ data */ 1494 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1495 retval->distance = 100000;
1616 else 1501 else
1617 { 1502 {
1618 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
1620 1505
1621 retval->part = NULL; 1506 retval->part = 0;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1509 }
1625} 1510}
1626 1511
1627/* Returns true of op1 and op2 are effectively on the same map 1512/* Returns true of op1 and op2 are effectively on the same map
1638 int dx, dy; 1523 int dx, dy;
1639 1524
1640 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1641} 1526}
1642 1527
1528//-GPL
1529
1643object * 1530object *
1644maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1645{ 1532{
1646 if (!op->flag [FLAG_REMOVED])
1647 op->remove ();
1648
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1534}
1651 1535
1536region *
1537maptile::region (int x, int y) const
1538{
1539 if (regions
1540 && regionmap
1541 && !OUT_OF_REAL_MAP (this, x, y))
1542 if (struct region *reg = regionmap [regions [y * width + x]])
1543 return reg;
1544
1545 if (default_region)
1546 return default_region;
1547
1548 return ::region::default_region ();
1549}
1550
1551//+GPL
1552
1553/* picks a random object from a style map.
1554 */
1555object *
1556maptile::pick_random_object (rand_gen &gen) const
1557{
1558 /* while returning a null object will result in a crash, that
1559 * is actually preferable to an infinite loop. That is because
1560 * most servers will automatically restart in case of crash.
1561 * Change the logic on getting the random space - shouldn't make
1562 * any difference, but this seems clearer to me.
1563 */
1564 for (int i = 1000; --i;)
1565 {
1566 object *pick = at (gen (width), gen (height)).bot;
1567
1568 // do not prefer big monsters just because they are big.
1569 if (pick && pick->is_head ())
1570 return pick->head_ ();
1571 }
1572
1573 // instead of crashing in the unlikely(?) case, try to return *something*
1574 return archetype::find (shstr_bug);
1575}
1576
1577//-GPL
1578
1579void
1580maptile::play_sound (faceidx sound, int x, int y) const
1581{
1582 if (!sound)
1583 return;
1584
1585 for_all_players_on_map (pl, this)
1586 if (client *ns = pl->ns)
1587 {
1588 int dx = x - pl->ob->x;
1589 int dy = y - pl->ob->y;
1590
1591 int distance = idistance (dx, dy);
1592
1593 if (distance <= MAX_SOUND_DISTANCE)
1594 ns->play_sound (sound, dx, dy);
1595 }
1596}
1597
1598void
1599maptile::say_msg (const char *msg, int x, int y) const
1600{
1601 for_all_players (pl)
1602 if (client *ns = pl->ns)
1603 {
1604 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y;
1606
1607 int distance = idistance (dx, dy);
1608
1609 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611 }
1612}
1613
1614dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1681{
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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