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Comparing deliantra/server/common/map.C (file contents):
Revision 1.76 by pippijn, Mon Jan 15 21:06:18 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
31#include "path.h" 28#include "path.h"
32 29
33/* 30//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 31
47/* 32sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 33
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
102 * 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
137 * by the caller. 72 * by the caller.
138 */ 73 */
139int 74int
140blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 76{
142 object *tmp;
143 int mflags, blocked;
144
145 /* 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
146 * have already checked this. 78 * have already checked this.
147 */ 79 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 81 {
150 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");
151 return 1; 83 return 1;
152 } 84 }
153 85
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 87
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
160 90
161 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 93 * things we need to do for players.
164 */ 94 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0; 96 return 0;
167 97
168 /* 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
169 * 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
170 * 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
171 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
174 */ 104 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 106 return 0;
177 107
178 if (ob->head != NULL)
179 ob = ob->head; 108 ob = ob->head_ ();
180 109
181 /* 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
182 * 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
183 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
185 */ 114 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 116 {
188 117 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 118 {
192 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
194 * pass through this space. 121 return 1;
195 */ 122 else
196 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
197 { 126 {
198 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))
199 return 1; 131 return 1;
200 else 132 }
201 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;
202 } 142 }
203 else 143 else
204 { 144 return 1; // unconditional block
205 /* In this case, the player must not have the object - 145
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 146 } else {
215 { 147 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
218 * movement, can't move here. 150
219 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
220 * hidden dm 152 && tmp->head_ () != ob
221 */ 153 && tmp != ob
222 if (OB_MOVE_BLOCK (ob, tmp)) 154 && tmp->type != DOOR)
223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1; 155 return 1;
227 } 156 }
228
229 } 157 }
158
230 return 0; 159 return 0;
231} 160}
232 161
233
234/* 162/*
235 * 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
236 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
240 * 168 *
241 * 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.
242 * 170 *
243 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
255 * 183 *
256 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
257 * 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
258 * against the move_block values. 186 * against the move_block values.
259 */ 187 */
260int 188bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
262{ 190{
263 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
277 194
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
279 { 196 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 197
282 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 199
284 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 201 return 1;
286 202
287 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
288 204 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 206 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 208 continue;
296 209
297 /* 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
298 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
299 */ 212 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
301 return P_NO_PASS; 214 return 1;
302 } 215 }
303 216
304 return 0; 217 return 0;
305} 218}
306 219
307/* When the map is loaded, load_object does not actually insert objects 220//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 221
335void 222void
336maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
337{ 224{
338 if (!spaces) 225 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
344} 231}
345 232
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
346/* 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
347 * 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
348 * 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
349 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 265 */
352void 266void
353maptile::link_multipart_objects () 267maptile::link_multipart_objects ()
354{ 268{
355 if (!spaces) 269 if (!spaces)
356 return; 270 return;
357 271
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 273 {
274 object *op = ms->bot;
275 while (op)
360 { 276 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 279 {
375 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
376 282
377 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 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
392 } 290 }
291 else
292 op = op->above;
393 } 293 }
394
395 tmp = above;
396 } 294 }
397} 295}
296
297//-GPL
398 298
399/* 299/*
400 * 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
401 * file pointer. 301 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 302 */
404bool 303bool
405maptile::_load_objects (object_thawer &thawer) 304maptile::_load_objects (object_thawer &f)
406{ 305{
407 int unique; 306 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 307 {
415 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 309
417 * or editor will not be able to do anything with it either. 310 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 311 {
421 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
422 continue; 344 continue;
423 }
424 345
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 346 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 347 return true;
438 op->head = prev, last_more->more = op, last_more = op; 348
349 default:
350 if (!f.parse_error ("map file"))
351 return false;
439 break; 352 break;
440 } 353 }
441 354
442 op = object::create (); 355 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 356 }
463#endif
464 357
465 return true; 358 return true;
466} 359}
467 360
468void 361void
469maptile::activate () 362maptile::activate ()
470{ 363{
471 if (!spaces) 364 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 366 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 367 op->activate_recursive ();
477} 368}
478 369
479void 370void
480maptile::deactivate () 371maptile::deactivate ()
481{ 372{
482 if (!spaces) 373 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 376 op->deactivate_recursive ();
488} 377}
489 378
490bool 379bool
491maptile::_save_objects (object_freezer &freezer, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
492{ 381{
493 static int cede_count = 0; 382 coroapi::cede_to_tick ();
494 383
495 if (flags & IO_HEADER) 384 if (flags & IO_HEADER)
496 _save_header (freezer); 385 _save_header (f);
497 386
498 if (!spaces) 387 if (!spaces)
499 return false; 388 return false;
500 389
501 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
502 { 391 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 392 bool unique = 0;
393
512 for (object *op = spaces [i].bot; op; op = op->above) 394 for (object *op = spaces [i].bot; op; op = op->above)
513 { 395 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 397
520 if (!op->can_map_save ()) 398 if (expect_false (!op->can_map_save ()))
521 continue; 399 continue;
522 400
523 if (unique || op->flag [FLAG_UNIQUE]) 401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 402 {
525 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 404 op->write (f);
527 } 405 }
528 else if (flags & IO_OBJECTS) 406 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 407 op->write (f);
530 } 408 }
531 } 409 }
532 410
411 coroapi::cede_to_tick ();
412
533 return true; 413 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556} 414}
557 415
558bool 416bool
559maptile::_save_objects (const char *path, int flags) 417maptile::_save_objects (const char *path, int flags)
560{ 418{
569maptile::maptile () 427maptile::maptile ()
570{ 428{
571 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
572 430
573 /* 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
574 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
575 */ 433 */
576 width = 16; 434 width = 16;
577 height = 16; 435 height = 16;
578 reset_timeout = 0;
579 timeout = 300; 436 timeout = 300;
580 enter_x = 0; 437 max_items = MAX_ITEM_PER_ACTION;
581 enter_y = 0; 438 max_volume = 2000000; // 2m³
582} 439}
583 440
584maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
585{ 442{
586 in_memory = MAP_SWAPPED; 443 in_memory = MAP_SWAPPED;
606 if (spaces) 463 if (spaces)
607 return; 464 return;
608 465
609 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
610} 467}
468
469//+GPL
611 470
612/* 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
613 * 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
614 * at a later date. 473 * at a later date.
615 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
692 return items; 551 return items;
693} 552}
694 553
695/* 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
696 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
697static void 556static const char *
698print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
699{ 558{
700 int i; 559 static dynbuf_text buf; buf.clear ();
701 char tmp[MAX_BUF];
702 560
703 strcpy (output_string, "");
704 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
705 { 562 {
706 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
707 { 564 {
708 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
709 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);
710 else 567 else
711 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
712 } 569 }
713 else 570 else
714 { 571 {
715 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
716 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
717 else 574 else
718 sprintf (tmp, "*"); 575 buf.printf ("*");
719 } 576 }
720
721 strcat (output_string, tmp);
722 } 577 }
578
579 return buf;
723} 580}
581
582//-GPL
724 583
725/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
726 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
727 * 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
728 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
736bool 595bool
737maptile::_load_header (object_thawer &thawer) 596maptile::_load_header (object_thawer &thawer)
738{ 597{
739 for (;;) 598 for (;;)
740 { 599 {
741 keyword kw = thawer.get_kv ();
742
743 switch (kw) 600 switch (thawer.kw)
744 { 601 {
745 case KW_EOF:
746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 return false;
748
749 case KW_end:
750 return true;
751
752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg: 602 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 603 thawer.get_ml (KW_endmsg, msg);
759 break; 604 break;
760 605
761 case KW_lore: // CF+ extension 606 case KW_lore: // CF+ extension
783 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
784 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
785 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
786 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
787 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
788 case KW_temp: thawer.get (temp); break;
789 case KW_pressure: thawer.get (pressure); break;
790 case KW_humid: thawer.get (humid); break;
791 case KW_windspeed: thawer.get (windspeed); break;
792 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break;
794 633
795 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
796 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;
797 638
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 639 case KW_region: default_region = region::find (thawer.get_str ()); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 641
801 // old names new names 642 // old names new names
802 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;
803 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;
811 652
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 653 case KW_tile_path_1: thawer.get (tile_path [0]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
815 case KW_tile_path_4: thawer.get (tile_path [3]); break; 656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
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
666 default:
667 if (!thawer.parse_error ("map", 0))
668 return false;
669 break;
816 } 670 }
671
672 thawer.next ();
817 } 673 }
818 674
819 abort (); 675 abort ();
820} 676}
821 677
822bool 678//+GPL
823maptile::_load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return _load_header (thawer);
831}
832 679
833/****************************************************************************** 680/******************************************************************************
834 * This is the start of unique map handling code 681 * This is the start of unique map handling code
835 *****************************************************************************/ 682 *****************************************************************************/
836 683
843 int unique = 0; 690 int unique = 0;
844 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
845 { 692 {
846 object *above = op->above; 693 object *above = op->above;
847 694
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
849 unique = 1; 696 unique = 1;
850 697
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
852 {
853 op->destroy_inv (false);
854 op->destroy (); 699 op->destroy ();
855 }
856 700
857 op = above; 701 op = above;
858 } 702 }
859 } 703 }
860} 704}
861 705
706//-GPL
707
862bool 708bool
863maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
864{ 710{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
867 713
868 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
869 715
870 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
875 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
878 725
879 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
880 {
881 char shop[MAX_BUF];
882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
884 }
885
886 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
887 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
888 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
889 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
890 MAP_OUT (darkness); 731
891 MAP_OUT (width); 732 MAP_OUT (width);
892 MAP_OUT (height); 733 MAP_OUT (height);
893 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
894 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
895 736 MAP_OUT (darkness);
896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
898
899 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
900 MAP_OUT (temp); 738
901 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
902 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
906 741
907 MAP_OUT (per_player); 742 MAP_OUT (per_player);
908 MAP_OUT (per_party); 743 MAP_OUT (per_party);
909 744
910 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]);
911 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]);
912 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]);
913 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]);
914 749
915 freezer.put (this); 750 freezer.put (this);
916 freezer.put (KW_end); 751 freezer.put (KW(end));
917 752
918 return true; 753 return true;
919} 754}
920 755
921bool 756bool
927 return false; 762 return false;
928 763
929 return freezer.save (path); 764 return freezer.save (path);
930} 765}
931 766
767//+GPL
768
932/* 769/*
933 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
934 */ 771 */
935void 772void
936maptile::clear () 773maptile::clear ()
937{ 774{
938 if (!spaces) 775 if (spaces)
939 return; 776 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 778 while (object *op = ms->bot)
943 { 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_ ();
944 if (op->head) 787 if (op == head)
945 op = op->head;
946
947 op->destroy_inv (false);
948 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 ());
949 } 797 }
950
951 sfree (spaces, size ()), spaces = 0;
952 798
953 if (buttons) 799 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 800 free_objectlinkpt (buttons), buttons = 0;
801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
955} 804}
956 805
957void 806void
958maptile::clear_header () 807maptile::clear_header ()
959{ 808{
991 attachable::do_destroy (); 840 attachable::do_destroy ();
992 841
993 clear (); 842 clear ();
994} 843}
995 844
996/* 845/* decay and destroy perishable items in a map */
997 * Updates every button on the map (by calling update_button() for them). 846// TODO: should be done regularly, not on map load?
998 */
999void 847void
1000maptile::update_buttons () 848maptile::do_decay_objects ()
1001{ 849{
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next) 850 if (!spaces)
1003 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)
1004 { 855 {
1005 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 ())
1006 { 872 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 873 op->stats.dam--;
1008 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)
1009 continue; 875 destroy = 1;
1010 } 876 }
1011 877 else if (op->is_armor ())
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 { 878 {
1014 update_button (ol->ob); 879 op->stats.ac--;
1015 break; 880 if (op->stats.ac < 0)
881 destroy = 1;
1016 } 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 ();
1017 } 911 }
1018} 912}
1019 913
1020/* 914/*
1021 * 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.
1022 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
1023 * 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.
1024 * 918 *
1025 * 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
1026 * 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
1027 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
1028 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
1029 */ 923 */
1030int 924int
1031maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
1032{ 926{
1033 long monster_cnt = 0; 927 long monster_cnt = 0;
1035 sint64 total_exp = 0; 929 sint64 total_exp = 0;
1036 930
1037 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1038 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
1039 { 933 {
1040 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
1041 { 935 {
1042 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
1043 monster_cnt++; 937 monster_cnt++;
1044 } 938 }
1045 939
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
1047 { 941 {
1048 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
1049 943
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
1051 total_exp += at->clone.stats.exp * 8; 946 total_exp += at->stats.exp * 8;
1052
1053 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 }
1054 } 955 }
1055 } 956 }
1056 957
1057 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
1058 959
1071 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1072 */ 973 */
1073int 974int
1074maptile::change_map_light (int change) 975maptile::change_map_light (int change)
1075{ 976{
1076 int new_level = darkness + change;
1077
1078 /* Nothing to do */ 977 /* Nothing to do */
1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
1080 return 0; 979 return 0;
1081 980
1082 /* inform all players on the map */ 981 /* inform all players on the map */
1083 if (change > 0) 982 if (change > 0)
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 else 984 else
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 986
1088 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1089 * we need to be extra careful about negative values.
1090 * In general, the checks below are only needed if change
1091 * is not +/-1
1092 */
1093 if (new_level < 0)
1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1098 darkness = new_level;
1099 988
1100 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 990 update_all_map_los (this);
991
1102 return 1; 992 return 1;
1103} 993}
1104 994
1105/* 995/*
1106 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1109 * through, etc) 999 * through, etc)
1110 */ 1000 */
1111void 1001void
1112mapspace::update_ () 1002mapspace::update_ ()
1113{ 1003{
1114 object *tmp, *last = 0; 1004 object *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1116 New_Face *top, *floor, *middle; 1006 sint8 light = 0;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 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;
1119 1012
1120 middle = blank_face; 1013 //object *middle = 0;
1121 top = blank_face; 1014 //object *top = 0;
1122 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;
1123 1020
1124 middle_obj = 0; 1021 object::flags_t allflags; // all flags of all objects or'ed together
1125 top_obj = 0;
1126 floor_obj = 0;
1127 1022
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1024 {
1130 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1131 * one). But if so, it shouldn't be a simple additive - 2
1132 * light bulbs do not illuminate twice as far as once since
1133 * it is a dissapation factor that is cubed.
1134 */
1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1137 1027
1138 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1139 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1140 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1141 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1142 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1143 * 1033 *
1144 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1145 */ 1035 */
1146 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1147 { 1037 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1039 top = tmp;
1152 } 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1041 {
1155 /* 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,
1156 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1157 */ 1044 */
1158 middle = blank_face; 1045 middle = 0;
1159 top = blank_face; 1046 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1162 } 1050 }
1163 /* Flag anywhere have high priority */ 1051 else
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1052 {
1166 middle = tmp->face; 1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1167 1058
1168 middle_obj = tmp; 1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1169 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 }
1170 } 1072 }
1171 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the
1173 * top
1174 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp;
1179 }
1180 }
1181
1182 if (tmp == tmp->above)
1183 {
1184 LOG (llevError, "Error in structure of map\n");
1185 exit (-1);
1186 } 1073 }
1187 1074
1188 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1189 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1190 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1191 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1192 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1193 1080
1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1196 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1200 } 1085 }
1201 1086
1202 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);
1203 this->flags_ = flags; 1098 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on; 1100 this->move_on = move_on;
1206 this->move_off = move_off; 1101 this->move_off = move_off;
1207 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
1208 1105
1209 /* 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),
1210 * 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
1211 * this point. 1108 * this point.
1212 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1219 * middle face. This should not happen, as we already have the 1116 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1117 * else statement above so middle should not get set. OTOH, it
1221 * 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.
1222 */ 1119 */
1223 if (top == middle) 1120 if (top == middle)
1224 middle = blank_face; 1121 middle = 0;
1225 1122
1226 /* There are three posibilities at this point: 1123 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1230 */ 1127 */
1231 1128
1232 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1233 { 1130 {
1234 /* 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 */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1236 break; 1133 break;
1237 1134
1238 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1136 if (top && middle)
1240 break; 1137 break;
1241 1138
1242 /* Only show visible faces */ 1139 /* Only show visible faces */
1243 if (!tmp->invisible) 1140 if (!tmp->invisible)
1244 { 1141 {
1245 /* Fill in top if needed */ 1142 /* Fill in top if needed */
1246 if (top == blank_face) 1143 if (!top)
1247 { 1144 {
1248 top = tmp->face;
1249 top_obj = tmp; 1145 top = tmp;
1250 if (top == middle) 1146 if (top == middle)
1251 middle = blank_face; 1147 middle = 0;
1252 } 1148 }
1253 else 1149 else
1254 { 1150 {
1255 /* top is already set - we should only get here if 1151 /* top is already set - we should only get here if
1256 * middle is not set 1152 * middle is not set
1257 * 1153 *
1258 * Set the middle face and break out, since there is nothing 1154 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1155 * more to fill in. We don't check visiblity here, since
1260 * 1156 *
1261 */ 1157 */
1262 if (tmp->face != top) 1158 if (tmp != top)
1263 { 1159 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1160 middle = tmp;
1266 break; 1161 break;
1267 } 1162 }
1268 } 1163 }
1269 } 1164 }
1270 } 1165 }
1271 1166
1272 if (middle == floor) 1167 if (middle == floor)
1273 middle = blank_face; 1168 middle = 0;
1274 1169
1275 if (top == middle) 1170 if (top == middle)
1276 middle = blank_face; 1171 middle = 0;
1277 1172
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1173#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1174 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1175 faces_obj [1] = middle;
1176 faces_obj [2] = floor;
1177#endif
1281} 1178}
1282 1179
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1180maptile *
1284 * the map. It also takes care of linking back the freshly found 1181maptile::tile_available (int dir, bool load)
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num].
1287 */
1288static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num)
1290{ 1182{
1291 maptile *mp = orig_map->tile_map [tile_num]; 1183 if (tile_path[dir])
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 } 1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1307 1187
1308 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 }
1309 1191
1310 orig_map->tile_map [tile_num] = mp;
1311
1312 // optimisation: back-link map to origin map if euclidean
1313 //TODO: non-euclidean maps MUST GO
1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1316
1317 return mp; 1192 return 0;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1324} 1193}
1325 1194
1326/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1210 if (!m)
1342 return 0; 1211 return 0;
1343 1212
1344 if (x < 0) 1213 if (x < 0)
1345 { 1214 {
1346 if (!m->tile_path[3]) 1215 if (!m->tile_available (3))
1347 return 1; 1216 return 1;
1348 1217
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 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);
1353 } 1219 }
1354 1220
1355 if (x >= m->width) 1221 if (x >= m->width)
1356 { 1222 {
1357 if (!m->tile_path[1]) 1223 if (!m->tile_available (1))
1358 return 1; 1224 return 1;
1359 1225
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 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);
1364 } 1227 }
1365 1228
1366 if (y < 0) 1229 if (y < 0)
1367 { 1230 {
1368 if (!m->tile_path[0]) 1231 if (!m->tile_available (0))
1369 return 1; 1232 return 1;
1370 1233
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 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);
1375 } 1235 }
1376 1236
1377 if (y >= m->height) 1237 if (y >= m->height)
1378 { 1238 {
1379 if (!m->tile_path[2]) 1239 if (!m->tile_available (2))
1380 return 1; 1240 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384 1241
1385 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);
1386 } 1243 }
1387 1244
1388 /* Simple case - coordinates are within this local 1245 /* Simple case - coordinates are within this local
1402maptile * 1259maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1260maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1261{
1405 if (x < 0) 1262 if (x < 0)
1406 { 1263 {
1407 if (!tile_path[3]) 1264 if (!tile_available (3))
1408 return 0; 1265 return 0;
1409 1266
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1267 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y); 1268 return tile_map[3]->xy_find (x, y);
1413 } 1269 }
1414 1270
1415 if (x >= width) 1271 if (x >= width)
1416 { 1272 {
1417 if (!tile_path[1]) 1273 if (!tile_available (1))
1418 return 0; 1274 return 0;
1419 1275
1420 find_and_link (this, 1);
1421 x -= width; 1276 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1277 return tile_map[1]->xy_find (x, y);
1423 } 1278 }
1424 1279
1425 if (y < 0) 1280 if (y < 0)
1426 { 1281 {
1427 if (!tile_path[0]) 1282 if (!tile_available (0))
1428 return 0; 1283 return 0;
1429 1284
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1285 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y); 1286 return tile_map[0]->xy_find (x, y);
1433 } 1287 }
1434 1288
1435 if (y >= height) 1289 if (y >= height)
1436 { 1290 {
1437 if (!tile_path[2]) 1291 if (!tile_available (2))
1438 return 0; 1292 return 0;
1439 1293
1440 find_and_link (this, 2);
1441 y -= height; 1294 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1295 return tile_map[2]->xy_find (x, y);
1443 } 1296 }
1444 1297
1445 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
1450 1303
1451/** 1304/**
1452 * 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
1453 * map1 to map2 in dx/dy. 1306 * map1 to map2 in dx/dy.
1454 */ 1307 */
1455static int 1308int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1310{
1458 if (!map1 || !map2) 1311 if (!map1 || !map2)
1459 return 0; 1312 return 0;
1460 1313
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1315 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1316 if (map1 == map2)
1464 { 1317 {
1465 *dx = 0; 1318 *dx = 0;
1466 *dy = 0; 1319 *dy = 0;
1551/* From map.c 1404/* From map.c
1552 * This is used by get_player to determine where the other 1405 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1406 * creature is. get_rangevector takes into account map tiling,
1554 * 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
1555 * righte value. distance_x/y are distance away, which 1408 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1409 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1410 * that the creature should head. part is the part of the
1558 * monster that is closest. 1411 * monster that is closest.
1559 * 1412 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1413 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1414 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1426{
1574 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))
1575 { 1428 {
1576 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1430 retval->distance = 10000;
1578 retval->distance_x = 32767; 1431 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1432 retval->distance_y = 10000;
1580 retval->direction = 0; 1433 retval->direction = 0;
1581 retval->part = 0; 1434 retval->part = 0;
1582 } 1435 }
1583 else 1436 else
1584 { 1437 {
1589 1442
1590 best = op1; 1443 best = op1;
1591 /* If this is multipart, find the closest part now */ 1444 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1445 if (!(flags & 0x1) && op1->more)
1593 { 1446 {
1594 object *tmp;
1595 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;
1596 1448
1597 /* 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
1598 * distance instead of doing all that work above again 1450 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1451 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1452 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1453 * below works.
1602 */ 1454 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1455 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1456 {
1605 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) +
1606 (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);
1607 if (tmpi < best_distance) 1459 if (tmpi < best_distance)
1608 { 1460 {
1617 retval->distance_y += op1->y - best->y; 1469 retval->distance_y += op1->y - best->y;
1618 } 1470 }
1619 } 1471 }
1620 1472
1621 retval->part = best; 1473 retval->part = best;
1622 retval->distance = idistance (retval->distance_x, retval->distance_y); 1474 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1475 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1476 }
1625} 1477}
1626 1478
1627/* 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
1632 * 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
1633 * 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
1634 * 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
1635 * field of the rv_vector is set to NULL. 1487 * field of the rv_vector is set to NULL.
1636 */ 1488 */
1637
1638void 1489void
1639get_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)
1640{ 1491{
1641 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))
1642 { 1493 {
1643 /* be conservative and fill in _some_ data */ 1494 /* be conservative and fill in _some_ data */
1644 retval->distance = 100000; 1495 retval->distance = 100000;
1650 else 1501 else
1651 { 1502 {
1652 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
1653 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
1654 1505
1655 retval->part = NULL; 1506 retval->part = 0;
1656 retval->distance = idistance (retval->distance_x, retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1657 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1658 } 1509 }
1659} 1510}
1660 1511
1661/* 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
1672 int dx, dy; 1523 int dx, dy;
1673 1524
1674 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1675} 1526}
1676 1527
1528//-GPL
1529
1677object * 1530object *
1678maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1679{ 1532{
1680 if (!op->flag [FLAG_REMOVED])
1681 op->remove ();
1682
1683 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);
1684} 1534}
1685 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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