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Comparing deliantra/server/common/map.C (file contents):
Revision 1.58 by root, Sat Dec 30 18:45:27 2006 UTC vs.
Revision 1.185 by root, Sun Apr 11 04:09:56 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[MAX_BUF];
42 31
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 32sint8 maptile::outdoor_darkness;
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf);
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113}
114
115/*
116 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file
118 * is returned.
119 * It tries out all the compression suffixes listed in the uncomp[] array.
120 *
121 * If prepend_dir is set, then we call create_pathname (which prepends
122 * libdir & mapdir). Otherwise, we assume the name given is fully
123 * complete.
124 * Only the editor actually cares about the writablity of this -
125 * the rest of the code only cares that the file is readable.
126 * when the editor goes away, the call to stat should probably be
127 * replaced by an access instead (similar to the windows one, but
128 * that seems to be missing the prepend_dir processing
129 */
130int
131check_path (const char *name, int prepend_dir)
132{
133 char buf[MAX_BUF];
134
135 char *endbuf;
136 struct stat statbuf;
137 int mode = 0;
138
139 if (prepend_dir)
140 strcpy (buf, create_pathname (name));
141 else
142 strcpy (buf, name);
143
144 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through
147 * all the names.
148 */
149 endbuf = buf + strlen (buf);
150
151 if (stat (buf, &statbuf))
152 return -1;
153 if (!S_ISREG (statbuf.st_mode))
154 return (-1);
155
156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
158 mode |= 4;
159
160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
162 mode |= 2;
163
164 return (mode);
165}
166 33
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
170 * 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
205 * by the caller. 72 * by the caller.
206 */ 73 */
207int 74int
208blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
209{ 76{
210 object *tmp;
211 int mflags, blocked;
212
213 /* 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
214 * have already checked this. 78 * have already checked this.
215 */ 79 */
216 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
217 { 81 {
218 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");
219 return 1; 83 return 1;
220 } 84 }
221 85
222 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
223 * directly.
224 */
225 mflags = m->at (sx, sy).flags ();
226 87
227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
228 90
229 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
230 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
231 * things we need to do for players. 93 * things we need to do for players.
232 */ 94 */
233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
234 return 0; 96 return 0;
235 97
236 /* 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
237 * 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
238 * 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
239 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
240 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
241 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
242 */ 104 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 106 return 0;
245 107
246 if (ob->head != NULL)
247 ob = ob->head; 108 ob = ob->head_ ();
248 109
249 /* 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
250 * 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
251 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
253 */ 114 */
254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
255 { 116 {
256 117 if (OB_MOVE_BLOCK (ob, tmp))
257 /* This must be before the checks below. Code for inventory checkers. */
258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
259 { 118 {
260 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
261 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
262 * pass through this space. 121 return 1;
263 */ 122 else
264 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
265 { 126 {
266 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))
267 return 1; 131 return 1;
268 else 132 }
269 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;
270 } 142 }
271 else 143 else
272 { 144 return 1; // unconditional block
273 /* In this case, the player must not have the object - 145
274 * if they do, they can't pass through.
275 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
277 return 1;
278 else
279 continue;
280 }
281 } /* if check_inv */
282 else 146 } else {
283 { 147 // space does not block the ob, directly, but
284 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
285 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
286 * movement, can't move here. 150
287 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
288 * hidden dm 152 && tmp->head_ () != ob
289 */ 153 && tmp != ob
290 if (OB_MOVE_BLOCK (ob, tmp)) 154 && tmp->type != DOOR)
291 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
294 return 1; 155 return 1;
295 } 156 }
296
297 } 157 }
158
298 return 0; 159 return 0;
299} 160}
300 161
301
302/* 162/*
303 * 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
304 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
308 * 168 *
309 * 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.
310 * 170 *
311 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
323 * 183 *
324 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
325 * 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
326 * against the move_block values. 186 * against the move_block values.
327 */ 187 */
328int 188bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
330{ 190{
331 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
332 int flag;
333 maptile *m1;
334 sint16 sx, sy;
335
336 if (ob == NULL)
337 {
338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
341
342 /* don't have object, so don't know what types would block */
343 return m1->at (sx, sy).move_block;
344 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
345 194
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
347 { 196 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 197
350 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 199
352 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 201 return 1;
354 202
355 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
356 204 * (signifying non-moving objects)
357 /* find_first_free_spot() calls this function. However, often
358 * ob doesn't have any move type (when used to place exits)
359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 206 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 208 continue;
364 209
365 /* 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
366 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
367 */ 212 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
369 return P_NO_PASS; 214 return 1;
370 } 215 }
371 216
372 return 0; 217 return 0;
373} 218}
374 219
375/* When the map is loaded, load_object does not actually insert objects 220//-GPL
376 * into inventory, but just links them. What this does is go through
377 * and insert them properly.
378 * The object 'container' is the object that contains the inventory.
379 * This is needed so that we can update the containers weight.
380 */
381void
382fix_container (object *container)
383{
384 object *tmp = container->inv, *next;
385 221
386 container->inv = 0; 222void
387 while (tmp) 223maptile::set_object_flag (int flag, int value)
388 { 224{
389 next = tmp->below; 225 if (!spaces)
390 if (tmp->inv) 226 return;
391 fix_container (tmp);
392 227
393 insert_ob_in_ob (tmp, container); 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
394 tmp = next; 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
395 } 230 tmp->flag [flag] = value;
396
397 /* sum_weight will go through and calculate what all the containers are
398 * carrying.
399 */
400 sum_weight (container);
401} 231}
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
402 260
403/* 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
404 * 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
405 * 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
406 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 265 */
409void 266void
410maptile::link_multipart_objects () 267maptile::link_multipart_objects ()
411{ 268{
412 if (!spaces) 269 if (!spaces)
413 return; 270 return;
414 271
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 273 {
274 object *op = ms->bot;
275 while (op)
417 { 276 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
422 {
423 /* If there is nothing more to this object, this for loop
424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 { 279 {
432 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
433 282
434 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
447 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 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
449 } 290 }
291 else
292 op = op->above;
450 } 293 }
451
452 tmp = above;
453 } 294 }
454} 295}
296
297//-GPL
455 298
456/* 299/*
457 * 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
458 * file pointer. 301 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 302 */
461bool 303bool
462maptile::load_objects (object_thawer &thawer) 304maptile::_load_objects (object_thawer &f)
463{ 305{
464 int unique; 306 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 307 {
472 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 309
474 * or editor will not be able to do anything with it either. 310 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 311 {
478 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
479 continue; 344 continue;
480 }
481 345
482 switch (i)
483 {
484 case LL_NORMAL:
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
486
487 if (op->inv)
488 sum_weight (op);
489
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 346 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 347 return true;
495 op->head = prev, last_more->more = op, last_more = op; 348
349 default:
350 if (!f.parse_error ("map file"))
351 return false;
496 break; 352 break;
497 } 353 }
498 354
499 op = object::create (); 355 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 356 }
520#endif
521 357
522 return true; 358 return true;
523} 359}
524 360
525void 361void
526maptile::activate () 362maptile::activate ()
527{ 363{
528 if (!spaces) 364 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 366 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 367 op->activate_recursive ();
534} 368}
535 369
536void 370void
537maptile::deactivate () 371maptile::deactivate ()
538{ 372{
539 if (!spaces) 373 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 376 op->deactivate_recursive ();
545} 377}
546 378
547bool 379bool
548maptile::save_objects (object_freezer &freezer, int flags) 380maptile::_save_objects (object_freezer &f, int flags)
549{ 381{
382 coroapi::cede_to_tick ();
383
550 if (flags & IO_HEADER) 384 if (flags & IO_HEADER)
551 save_header (freezer); 385 _save_header (f);
552 386
553 if (!spaces) 387 if (!spaces)
554 return false; 388 return false;
555 389
556 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
557 { 391 {
558 int unique = 0; 392 bool unique = 0;
393
559 for (object *op = spaces [i].bot; op; op = op->above) 394 for (object *op = spaces [i].bot; op; op = op->above)
560 { 395 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 397
564 if (!op->can_map_save ()) 398 if (expect_false (!op->can_map_save ()))
565 continue; 399 continue;
566 400
567 if (unique || op->flag [FLAG_UNIQUE]) 401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 402 {
569 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 404 op->write (f);
571 } 405 }
572 else if (flags & IO_OBJECTS) 406 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 407 op->write (f);
574 } 408 }
575 } 409 }
576 410
411 coroapi::cede_to_tick ();
412
577 return true; 413 return true;
578} 414}
579 415
580bool 416bool
581maptile::load_objects (const char *path, bool skip_header) 417maptile::_save_objects (const char *path, int flags)
582{ 418{
583 object_thawer thawer (path); 419 object_freezer freezer;
584 420
585 if (!thawer) 421 if (!_save_objects (freezer, flags))
586 return false; 422 return false;
587 423
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
597 }
598
599 return load_objects (thawer);
600}
601
602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path); 424 return freezer.save (path);
611} 425}
612 426
613maptile::maptile () 427maptile::maptile ()
614{ 428{
615 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
616 430
617 /* 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
618 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
619 */ 433 */
620 width = 16; 434 width = 16;
621 height = 16; 435 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 436 timeout = 300;
624 enter_x = 0; 437 max_items = MAX_ITEM_PER_ACTION;
625 enter_y = 0; 438 max_volume = 2000000; // 2m³
626} 439}
627 440
628maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
629{ 442{
630 in_memory = MAP_SWAPPED; 443 in_memory = MAP_SWAPPED;
650 if (spaces) 463 if (spaces)
651 return; 464 return;
652 465
653 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
654} 467}
468
469//+GPL
655 470
656/* 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
657 * 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
658 * at a later date. 473 * at a later date.
659 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
736 return items; 551 return items;
737} 552}
738 553
739/* 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
740 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
741static void 556static const char *
742print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
743{ 558{
744 int i; 559 static dynbuf_text buf; buf.clear ();
745 char tmp[MAX_BUF];
746 560
747 strcpy (output_string, "");
748 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
749 { 562 {
750 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
751 { 564 {
752 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
753 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);
754 else 567 else
755 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
756 } 569 }
757 else 570 else
758 { 571 {
759 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
760 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
761 else 574 else
762 sprintf (tmp, "*"); 575 buf.printf ("*");
763 } 576 }
764
765 strcat (output_string, tmp);
766 } 577 }
578
579 return buf;
767} 580}
581
582//-GPL
768 583
769/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
770 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
771 * 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
772 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
776 * 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
777 * 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.
778 * MSW 2001-07-01 593 * MSW 2001-07-01
779 */ 594 */
780bool 595bool
781maptile::load_header (object_thawer &thawer) 596maptile::_load_header (object_thawer &thawer)
782{ 597{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 598 for (;;)
788 { 599 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 600 switch (thawer.kw)
792 { 601 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 602 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 603 thawer.get_ml (KW_endmsg, msg);
802 break; 604 break;
803 605
804 case KW_lore: // CF+ extension 606 case KW_lore: // CF+ extension
826 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
827 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
828 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
829 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
830 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
831 case KW_temp: thawer.get (temp); break;
832 case KW_pressure: thawer.get (pressure); break;
833 case KW_humid: thawer.get (humid); break;
834 case KW_windspeed: thawer.get (windspeed); break;
835 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break;
837 633
838 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
839 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;
840 638
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 639 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 641
844 // old names new names 642 // old names new names
845 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;
846 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;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 653 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 657
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
860 default: 666 default:
861 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;
862 break; 669 break;
863 } 670 }
671
672 thawer.next ();
864 } 673 }
865 674
866 abort (); 675 abort ();
867} 676}
868 677
869bool 678//+GPL
870maptile::load_header (const char *path)
871{
872 object_thawer thawer (path);
873
874 if (!thawer)
875 return false;
876
877 return load_header (thawer);
878}
879 679
880/****************************************************************************** 680/******************************************************************************
881 * This is the start of unique map handling code 681 * This is the start of unique map handling code
882 *****************************************************************************/ 682 *****************************************************************************/
883 683
890 int unique = 0; 690 int unique = 0;
891 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
892 { 692 {
893 object *above = op->above; 693 object *above = op->above;
894 694
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
896 unique = 1; 696 unique = 1;
897 697
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
899 {
900 op->destroy_inv (false);
901 op->destroy (); 699 op->destroy ();
902 }
903 700
904 op = above; 701 op = above;
905 } 702 }
906 } 703 }
907} 704}
908 705
706//-GPL
707
909bool 708bool
910maptile::save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
911{ 710{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
914 713
915 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
916 715
917 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
923
924 if (region) MAP_OUT2 (region, region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
925 725
926 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
927 {
928 char shop[MAX_BUF];
929 print_shop_string (this, shop);
930 MAP_OUT2 (shopitems, shop);
931 }
932
933 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
934 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
935 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
936 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
937 MAP_OUT (darkness); 731
938 MAP_OUT (width); 732 MAP_OUT (width);
939 MAP_OUT (height); 733 MAP_OUT (height);
940 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
941 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
942 736 MAP_OUT (darkness);
943 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
944 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
945
946 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
947 MAP_OUT (temp); 738
948 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
949 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
950 MAP_OUT (windspeed);
951 MAP_OUT (winddir);
952 MAP_OUT (sky);
953 741
954 MAP_OUT (per_player); 742 MAP_OUT (per_player);
955 MAP_OUT (per_party); 743 MAP_OUT (per_party);
956 744
957 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]);
958 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]);
959 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]);
960 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]);
961 749
962 MAP_OUT2 (end, 0); 750 freezer.put (this);
751 freezer.put (KW(end));
963 752
964 return true; 753 return true;
965} 754}
966 755
967bool 756bool
968maptile::save_header (const char *path) 757maptile::_save_header (const char *path)
969{ 758{
970 object_freezer freezer; 759 object_freezer freezer;
971 760
972 if (!save_header (freezer)) 761 if (!_save_header (freezer))
973 return false; 762 return false;
974 763
975 return freezer.save (path); 764 return freezer.save (path);
976} 765}
766
767//+GPL
977 768
978/* 769/*
979 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
980 */ 771 */
981void 772void
982maptile::clear () 773maptile::clear ()
983{ 774{
984 if (!spaces) 775 if (spaces)
985 return; 776 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 778 while (object *op = ms->bot)
989 { 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_ ();
990 if (op->head) 787 if (op == head)
991 op = op->head;
992
993 op->destroy_inv (false);
994 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 ());
995 } 797 }
996
997 sfree (spaces, size ()), spaces = 0;
998 798
999 if (buttons) 799 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 800 free_objectlinkpt (buttons), buttons = 0;
801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
1001} 804}
1002 805
1003void 806void
1004maptile::clear_header () 807maptile::clear_header ()
1005{ 808{
1037 attachable::do_destroy (); 840 attachable::do_destroy ();
1038 841
1039 clear (); 842 clear ();
1040} 843}
1041 844
1042/* 845/* decay and destroy perishable items in a map */
1043 * Updates every button on the map (by calling update_button() for them). 846// TODO: should be done regularly, not on map load?
1044 */
1045void 847void
1046maptile::update_buttons () 848maptile::do_decay_objects ()
1047{ 849{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next) 850 if (!spaces)
1049 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)
1050 { 855 {
1051 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 ())
1052 { 872 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 873 op->stats.dam--;
1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 874 if (op->stats.dam < 0)
1055 continue; 875 destroy = 1;
1056 } 876 }
1057 877 else if (op->is_armor ())
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 { 878 {
1060 update_button (ol->ob); 879 op->stats.ac--;
1061 break; 880 if (op->stats.ac < 0)
881 destroy = 1;
1062 } 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 ();
1063 } 911 }
1064} 912}
1065 913
1066/* 914/*
1067 * 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.
1068 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
1069 * 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.
1070 * 918 *
1071 * 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
1072 * 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
1073 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
1074 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
1075 */ 923 */
1076int 924int
1077maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
1078{ 926{
1079 long monster_cnt = 0; 927 long monster_cnt = 0;
1081 sint64 total_exp = 0; 929 sint64 total_exp = 0;
1082 930
1083 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1084 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
1085 { 933 {
1086 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
1087 { 935 {
1088 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
1089 monster_cnt++; 937 monster_cnt++;
1090 } 938 }
1091 939
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
1093 { 941 {
1094 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
1095 943
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
1097 total_exp += at->clone.stats.exp * 8; 946 total_exp += at->stats.exp * 8;
1098
1099 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 }
1100 } 955 }
1101 } 956 }
1102 957
1103 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
1104 959
1117 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1118 */ 973 */
1119int 974int
1120maptile::change_map_light (int change) 975maptile::change_map_light (int change)
1121{ 976{
1122 int new_level = darkness + change;
1123
1124 /* Nothing to do */ 977 /* Nothing to do */
1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
1126 return 0; 979 return 0;
1127 980
1128 /* inform all players on the map */ 981 /* inform all players on the map */
1129 if (change > 0) 982 if (change > 0)
1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1131 else 984 else
1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1133 986
1134 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1135 * we need to be extra careful about negative values.
1136 * In general, the checks below are only needed if change
1137 * is not +/-1
1138 */
1139 if (new_level < 0)
1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1144 darkness = new_level;
1145 988
1146 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 990 update_all_map_los (this);
991
1148 return 1; 992 return 1;
1149} 993}
1150 994
1151/* 995/*
1152 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1155 * through, etc) 999 * through, etc)
1156 */ 1000 */
1157void 1001void
1158mapspace::update_ () 1002mapspace::update_ ()
1159{ 1003{
1160 object *tmp, *last = 0; 1004 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1162 New_Face *top, *floor, *middle; 1006 sint8 light = 0;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 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;
1165 1012
1166 middle = blank_face; 1013 //object *middle = 0;
1167 top = blank_face; 1014 //object *top = 0;
1168 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;
1169 1020
1170 middle_obj = 0; 1021 object::flags_t allflags; // all flags of all objects or'ed together
1171 top_obj = 0;
1172 floor_obj = 0;
1173 1022
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1024 {
1176 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1177 * one). But if so, it shouldn't be a simple additive - 2
1178 * light bulbs do not illuminate twice as far as once since
1179 * it is a dissapation factor that is cubed.
1180 */
1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1183 1027
1184 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1188 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1189 * 1033 *
1190 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1191 */ 1035 */
1192 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1193 { 1037 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1039 top = tmp;
1198 } 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1041 {
1201 /* 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,
1202 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1203 */ 1044 */
1204 middle = blank_face; 1045 middle = 0;
1205 top = blank_face; 1046 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1208 } 1050 }
1209 /* Flag anywhere have high priority */ 1051 else
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1052 {
1212 middle = tmp->face; 1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1213 1058
1214 middle_obj = tmp; 1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1215 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 }
1216 } 1072 }
1217 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the
1219 * top
1220 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp;
1225 }
1226 }
1227
1228 if (tmp == tmp->above)
1229 {
1230 LOG (llevError, "Error in structure of map\n");
1231 exit (-1);
1232 } 1073 }
1233 1074
1234 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1235 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1236 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1237 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1238 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1239 1080
1240 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1241 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1242 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1246 } 1085 }
1247 1086
1248 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);
1249 this->flags_ = flags; 1098 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on; 1100 this->move_on = move_on;
1252 this->move_off = move_off; 1101 this->move_off = move_off;
1253 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
1254 1105
1255 /* 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),
1256 * 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
1257 * this point. 1108 * this point.
1258 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1265 * middle face. This should not happen, as we already have the 1116 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1117 * else statement above so middle should not get set. OTOH, it
1267 * 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.
1268 */ 1119 */
1269 if (top == middle) 1120 if (top == middle)
1270 middle = blank_face; 1121 middle = 0;
1271 1122
1272 /* There are three posibilities at this point: 1123 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1276 */ 1127 */
1277 1128
1278 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1130 {
1280 /* 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 */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1282 break; 1133 break;
1283 1134
1284 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1136 if (top && middle)
1286 break; 1137 break;
1287 1138
1288 /* Only show visible faces, unless its the editor - show all */ 1139 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1140 if (!tmp->invisible)
1290 { 1141 {
1291 /* Fill in top if needed */ 1142 /* Fill in top if needed */
1292 if (top == blank_face) 1143 if (!top)
1293 { 1144 {
1294 top = tmp->face;
1295 top_obj = tmp; 1145 top = tmp;
1296 if (top == middle) 1146 if (top == middle)
1297 middle = blank_face; 1147 middle = 0;
1298 } 1148 }
1299 else 1149 else
1300 { 1150 {
1301 /* top is already set - we should only get here if 1151 /* top is already set - we should only get here if
1302 * middle is not set 1152 * middle is not set
1303 * 1153 *
1304 * Set the middle face and break out, since there is nothing 1154 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1155 * more to fill in. We don't check visiblity here, since
1306 * 1156 *
1307 */ 1157 */
1308 if (tmp->face != top) 1158 if (tmp != top)
1309 { 1159 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1160 middle = tmp;
1312 break; 1161 break;
1313 } 1162 }
1314 } 1163 }
1315 } 1164 }
1316 } 1165 }
1317 1166
1318 if (middle == floor) 1167 if (middle == floor)
1319 middle = blank_face; 1168 middle = 0;
1320 1169
1321 if (top == middle) 1170 if (top == middle)
1322 middle = blank_face; 1171 middle = 0;
1323 1172
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1173#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1174 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1175 faces_obj [1] = middle;
1176 faces_obj [2] = floor;
1177#endif
1327} 1178}
1328 1179
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1180maptile *
1330 * the map. It also takes care of linking back the freshly loaded 1181maptile::tile_available (int dir, bool load)
1331 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1333 * so that it is easier for calling functions to verify success.
1334 */
1335static maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1337{ 1182{
1338 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1183 if (tile_path[dir])
1339 mp->load (); 1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1340 1187
1341 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 }
1342 1191
1343 orig_map->tile_map[tile_num] = mp;
1344
1345 /* need to do a strcmp here as the orig_map->path is not a shared string */
1346 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1347 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1348
1349 return mp; 1192 return 0;
1350} 1193}
1351 1194
1352/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1353 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
1354 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
1367 if (!m) 1210 if (!m)
1368 return 0; 1211 return 0;
1369 1212
1370 if (x < 0) 1213 if (x < 0)
1371 { 1214 {
1372 if (!m->tile_path[3]) 1215 if (!m->tile_available (3))
1373 return 1; 1216 return 1;
1374 1217
1375 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1376 load_and_link_tiled_map (m, 3);
1377
1378 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);
1379 } 1219 }
1380 1220
1381 if (x >= m->width) 1221 if (x >= m->width)
1382 { 1222 {
1383 if (!m->tile_path[1]) 1223 if (!m->tile_available (1))
1384 return 1; 1224 return 1;
1385 1225
1386 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1387 load_and_link_tiled_map (m, 1);
1388
1389 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);
1390 } 1227 }
1391 1228
1392 if (y < 0) 1229 if (y < 0)
1393 { 1230 {
1394 if (!m->tile_path[0]) 1231 if (!m->tile_available (0))
1395 return 1; 1232 return 1;
1396 1233
1397 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1398 load_and_link_tiled_map (m, 0);
1399
1400 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);
1401 } 1235 }
1402 1236
1403 if (y >= m->height) 1237 if (y >= m->height)
1404 { 1238 {
1405 if (!m->tile_path[2]) 1239 if (!m->tile_available (2))
1406 return 1; 1240 return 1;
1407
1408 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1409 load_and_link_tiled_map (m, 2);
1410 1241
1411 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);
1412 } 1243 }
1413 1244
1414 /* Simple case - coordinates are within this local 1245 /* Simple case - coordinates are within this local
1419 1250
1420/* This is basically the same as out_of_map above, but 1251/* This is basically the same as out_of_map above, but
1421 * instead we return NULL if no map is valid (coordinates 1252 * instead we return NULL if no map is valid (coordinates
1422 * out of bounds and no tiled map), otherwise it returns 1253 * out of bounds and no tiled map), otherwise it returns
1423 * the map as that the coordinates are really on, and 1254 * the map as that the coordinates are really on, and
1424 * updates x and y to be the localized coordinates. 1255 * updates x and y to be the localised coordinates.
1425 * Using this is more efficient of calling out_of_map 1256 * Using this is more efficient of calling out_of_map
1426 * and then figuring out what the real map is 1257 * and then figuring out what the real map is
1427 */ 1258 */
1428maptile * 1259maptile *
1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1260maptile::xy_find (sint16 &x, sint16 &y)
1430{ 1261{
1431 if (*x < 0) 1262 if (x < 0)
1432 { 1263 {
1433 if (!m->tile_path[3]) 1264 if (!tile_available (3))
1434 return 0; 1265 return 0;
1435 1266
1436 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1437 load_and_link_tiled_map (m, 3);
1438
1439 *x += m->tile_map[3]->width; 1267 x += tile_map[3]->width;
1440 return (get_map_from_coord (m->tile_map[3], x, y)); 1268 return tile_map[3]->xy_find (x, y);
1441 } 1269 }
1442 1270
1443 if (*x >= m->width) 1271 if (x >= width)
1444 { 1272 {
1445 if (!m->tile_path[1]) 1273 if (!tile_available (1))
1446 return 0; 1274 return 0;
1447 1275
1448 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1449 load_and_link_tiled_map (m, 1);
1450
1451 *x -= m->width; 1276 x -= width;
1452 return (get_map_from_coord (m->tile_map[1], x, y)); 1277 return tile_map[1]->xy_find (x, y);
1453 } 1278 }
1454 1279
1455 if (*y < 0) 1280 if (y < 0)
1456 { 1281 {
1457 if (!m->tile_path[0]) 1282 if (!tile_available (0))
1458 return 0; 1283 return 0;
1459 1284
1460 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1461 load_and_link_tiled_map (m, 0);
1462
1463 *y += m->tile_map[0]->height; 1285 y += tile_map[0]->height;
1464 return (get_map_from_coord (m->tile_map[0], x, y)); 1286 return tile_map[0]->xy_find (x, y);
1465 } 1287 }
1466 1288
1467 if (*y >= m->height) 1289 if (y >= height)
1468 { 1290 {
1469 if (!m->tile_path[2]) 1291 if (!tile_available (2))
1470 return 0; 1292 return 0;
1471 1293
1472 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1473 load_and_link_tiled_map (m, 2);
1474
1475 *y -= m->height; 1294 y -= height;
1476 return (get_map_from_coord (m->tile_map[2], x, y)); 1295 return tile_map[2]->xy_find (x, y);
1477 } 1296 }
1478 1297
1479 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
1480 * map. 1299 * map.
1481 */ 1300 */
1482 return m; 1301 return this;
1483} 1302}
1484 1303
1485/** 1304/**
1486 * 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
1487 * map1 to map2 in dx/dy. 1306 * map1 to map2 in dx/dy.
1488 */ 1307 */
1489static int 1308int
1490adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1491{ 1310{
1492 if (!map1 || !map2) 1311 if (!map1 || !map2)
1493 return 0; 1312 return 0;
1494 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!)
1495 if (map1 == map2) 1316 if (map1 == map2)
1496 { 1317 {
1497 *dx = 0; 1318 *dx = 0;
1498 *dy = 0; 1319 *dy = 0;
1499 } 1320 }
1559 } 1380 }
1560 else 1381 else
1561 return 0; 1382 return 0;
1562 1383
1563 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);
1564} 1402}
1565 1403
1566/* From map.c 1404/* From map.c
1567 * This is used by get_player to determine where the other 1405 * This is used by get_player to determine where the other
1568 * creature is. get_rangevector takes into account map tiling, 1406 * creature is. get_rangevector takes into account map tiling,
1569 * 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
1570 * righte value. distance_x/y are distance away, which 1408 * righte value. distance_x/y are distance away, which
1571 * can be negativbe. direction is the crossfire direction scheme 1409 * can be negative. direction is the crossfire direction scheme
1572 * that the creature should head. part is the part of the 1410 * that the creature should head. part is the part of the
1573 * monster that is closest. 1411 * monster that is closest.
1574 * 1412 *
1575 * get_rangevector looks at op1 and op2, and fills in the 1413 * get_rangevector looks at op1 and op2, and fills in the
1576 * structure for op1 to get to op2. 1414 * structure for op1 to get to op2.
1582 * 1420 *
1583 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
1584 * closest body part of 'op1' 1422 * closest body part of 'op1'
1585 */ 1423 */
1586void 1424void
1587get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1588{ 1426{
1589 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))
1590 { 1428 {
1591 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
1592 retval->distance = 100000; 1430 retval->distance = 10000;
1593 retval->distance_x = 32767; 1431 retval->distance_x = 10000;
1594 retval->distance_y = 32767; 1432 retval->distance_y = 10000;
1595 retval->direction = 0; 1433 retval->direction = 0;
1596 retval->part = 0; 1434 retval->part = 0;
1597 } 1435 }
1598 else 1436 else
1599 { 1437 {
1600 object *best;
1601
1602 retval->distance_x += op2->x - op1->x; 1438 retval->distance_x += op2->x - op1->x;
1603 retval->distance_y += op2->y - op1->y; 1439 retval->distance_y += op2->y - op1->y;
1604 1440
1605 best = op1; 1441 object *best = op1;
1442
1606 /* If this is multipart, find the closest part now */ 1443 /* If this is multipart, find the closest part now */
1607 if (!(flags & 0x1) && op1->more) 1444 if (!(flags & 1) && op1->more)
1608 { 1445 {
1609 object *tmp;
1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1611 1447
1612 /* we just take the offset of the piece to head to figure 1448 /* we just take the offset of the piece to head to figure
1613 * distance instead of doing all that work above again 1449 * distance instead of doing all that work above again
1614 * since the distance fields we set above are positive in the 1450 * since the distance fields we set above are positive in the
1615 * same axis as is used for multipart objects, the simply arithmetic 1451 * same axis as is used for multipart objects, the simply arithmetic
1616 * below works. 1452 * below works.
1617 */ 1453 */
1618 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1454 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 { 1455 {
1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1456 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1622 if (tmpi < best_distance) 1458 if (tmpi < best_distance)
1623 { 1459 {
1624 best_distance = tmpi; 1460 best_distance = tmpi;
1625 best = tmp; 1461 best = tmp;
1626 } 1462 }
1627 } 1463 }
1464
1628 if (best != op1) 1465 if (best != op1)
1629 { 1466 {
1630 retval->distance_x += op1->x - best->x; 1467 retval->distance_x += op1->x - best->x;
1631 retval->distance_y += op1->y - best->y; 1468 retval->distance_y += op1->y - best->y;
1632 } 1469 }
1633 } 1470 }
1471
1634 retval->part = best; 1472 retval->part = best;
1635 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1473 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1636 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1474 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1637 } 1475 }
1638} 1476}
1639 1477
1640/* this is basically the same as get_rangevector above, but instead of 1478/* this is basically the same as get_rangevector above, but instead of
1645 * flags has no meaning for this function at this time - I kept it in to 1483 * flags has no meaning for this function at this time - I kept it in to
1646 * be more consistant with the above function and also in case they are needed 1484 * be more consistant with the above function and also in case they are needed
1647 * for something in the future. Also, since no object is pasted, the best 1485 * for something in the future. Also, since no object is pasted, the best
1648 * field of the rv_vector is set to NULL. 1486 * field of the rv_vector is set to NULL.
1649 */ 1487 */
1650
1651void 1488void
1652get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1489get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1653{ 1490{
1654 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1491 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1655 { 1492 {
1656 /* be conservative and fill in _some_ data */ 1493 /* be conservative and fill in _some_ data */
1657 retval->distance = 100000; 1494 retval->distance = 100000;
1663 else 1500 else
1664 { 1501 {
1665 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1666 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1667 1504
1668 retval->part = NULL; 1505 retval->part = 0;
1669 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1670 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1671 } 1508 }
1672} 1509}
1673 1510
1674/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map
1685 int dx, dy; 1522 int dx, dy;
1686 1523
1687 return adjacent_map (op1->map, op2->map, &dx, &dy); 1524 return adjacent_map (op1->map, op2->map, &dx, &dy);
1688} 1525}
1689 1526
1527//-GPL
1528
1690object * 1529object *
1691maptile::insert (object *op, int x, int y, object *originator, int flags) 1530maptile::insert (object *op, int x, int y, object *originator, int flags)
1692{ 1531{
1693 if (!op->flag [FLAG_REMOVED])
1694 op->remove ();
1695
1696 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1532 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1697} 1533}
1698 1534
1535region *
1536maptile::region (int x, int y) const
1537{
1538 if (regions
1539 && regionmap
1540 && !OUT_OF_REAL_MAP (this, x, y))
1541 if (struct region *reg = regionmap [regions [y * width + x]])
1542 return reg;
1543
1544 if (default_region)
1545 return default_region;
1546
1547 return ::region::default_region ();
1548}
1549
1550//+GPL
1551
1552/* picks a random object from a style map.
1553 */
1554object *
1555maptile::pick_random_object (rand_gen &gen) const
1556{
1557 /* while returning a null object will result in a crash, that
1558 * is actually preferable to an infinite loop. That is because
1559 * most servers will automatically restart in case of crash.
1560 * Change the logic on getting the random space - shouldn't make
1561 * any difference, but this seems clearer to me.
1562 */
1563 for (int i = 1000; --i;)
1564 {
1565 object *pick = at (gen (width), gen (height)).bot;
1566
1567 // do not prefer big monsters just because they are big.
1568 if (pick && pick->is_head ())
1569 return pick->head_ ();
1570 }
1571
1572 // instead of crashing in the unlikely(?) case, try to return *something*
1573 return archetype::find (shstr_bug);
1574}
1575
1576//-GPL
1577
1578void
1579maptile::play_sound (faceidx sound, int x, int y) const
1580{
1581 if (!sound)
1582 return;
1583
1584 for_all_players_on_map (pl, this)
1585 if (client *ns = pl->ns)
1586 {
1587 int dx = x - pl->ob->x;
1588 int dy = y - pl->ob->y;
1589
1590 int distance = idistance (dx, dy);
1591
1592 if (distance <= MAX_SOUND_DISTANCE)
1593 ns->play_sound (sound, dx, dy);
1594 }
1595}
1596
1597void
1598maptile::say_msg (const char *msg, int x, int y) const
1599{
1600 for_all_players (pl)
1601 if (client *ns = pl->ns)
1602 {
1603 int dx = x - pl->ob->x;
1604 int dy = y - pl->ob->y;
1605
1606 int distance = idistance (dx, dy);
1607
1608 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 }
1611}
1612
1613dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1680{
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690}
1691

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