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Comparing deliantra/server/common/map.C (file contents):
Revision 1.109 by root, Thu Jun 7 19:12:22 2007 UTC vs.
Revision 1.199 by root, Tue May 4 22:26:49 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 31
48/* 32sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 33
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
103 * 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
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* 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
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
167 return 0; 96 return 0;
168 97
169 /* 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
170 * 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
171 * 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
172 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
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.top; tmp; tmp = tmp->below)
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
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 150
225 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR 152 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
230 return 1; 154 return 1;
231 } 155 }
232
233 } 156 }
157
234 return 0; 158 return 0;
235} 159}
236 160
237/* 161/*
238 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
239 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
243 * 167 *
244 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
245 * 169 *
246 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
258 * 182 *
259 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
260 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
261 * against the move_block values. 185 * against the move_block values.
262 */ 186 */
263int 187bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
265{ 189{
266 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
280 193
281 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 194 if (!pos.normalise ())
282 { 195 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
284 196
285 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 198
287 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 200 return 1;
289 201
290 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
291 203 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
295 */ 205 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 207 continue;
299 208
300 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
301 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
302 */ 211 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
304 return P_NO_PASS; 213 return 1;
305 } 214 }
306 215
307 return 0; 216 return 0;
308} 217}
309 218
310/* When the map is loaded, load_object does not actually insert objects 219//-GPL
311 * into inventory, but just links them. What this does is go through
312 * and insert them properly.
313 * The object 'container' is the object that contains the inventory.
314 * This is needed so that we can update the containers weight.
315 */
316void
317fix_container (object *container)
318{
319 object *tmp = container->inv, *next;
320
321 container->inv = 0;
322 while (tmp)
323 {
324 next = tmp->below;
325 if (tmp->inv)
326 fix_container (tmp);
327
328 insert_ob_in_ob (tmp, container);
329 tmp = next;
330 }
331
332 /* sum_weight will go through and calculate what all the containers are
333 * carrying.
334 */
335 sum_weight (container);
336}
337 220
338void 221void
339maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
340{ 223{
341 if (!spaces) 224 if (!spaces)
343 226
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
347} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
348 259
349/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
352 * they are saved). 263 * they are saved).
356{ 267{
357 if (!spaces) 268 if (!spaces)
358 return; 269 return;
359 270
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 272 {
273 object *op = ms->bot;
274 while (op)
362 { 275 {
363 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
365 { 278 {
366 op->remove (); 279 op->remove ();
367 op->expand_tail (); 280 op->expand_tail ();
281
282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
369 } 289 }
290 else
291 op = op->above;
370 } 292 }
293 }
371} 294}
295
296//-GPL
372 297
373/* 298/*
374 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer. 300 * file pointer.
376 */ 301 */
377bool 302bool
378maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
379{ 304{
380 for (;;) 305 for (;;)
381 { 306 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
383 308
384 switch (f.kw) 309 switch (f.kw)
385 { 310 {
386 case KW_arch: 311 case KW_arch:
387 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
388 { 313 {
314 // TODO: why?
389 if (op->inv) 315 if (op->inv)
390 sum_weight (op); 316 op->update_weight ();
391 317
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
393 } 341 }
394 342
395 continue; 343 continue;
396 344
397 case KW_EOF: 345 case KW_EOF:
410} 358}
411 359
412void 360void
413maptile::activate () 361maptile::activate ()
414{ 362{
415 active = true;
416
417 if (spaces) 363 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 365 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 366 op->activate_recursive ();
421} 367}
422 368
423void 369void
424maptile::deactivate () 370maptile::deactivate ()
425{ 371{
426 active = false;
427
428 if (spaces) 372 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 374 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 375 op->deactivate_recursive ();
432} 376}
442 if (!spaces) 386 if (!spaces)
443 return false; 387 return false;
444 388
445 for (int i = 0; i < size (); ++i) 389 for (int i = 0; i < size (); ++i)
446 { 390 {
447 int unique = 0; 391 bool unique = 0;
392
448 for (object *op = spaces [i].bot; op; op = op->above) 393 for (object *op = spaces [i].bot; op; op = op->above)
449 { 394 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 396
453 if (!op->can_map_save ()) 397 if (expect_false (!op->can_map_save ()))
454 continue; 398 continue;
455 399
456 if (unique || op->flag [FLAG_UNIQUE]) 400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 401 {
458 if (flags & IO_UNIQUES) 402 if (flags & IO_UNIQUES)
459 op->write (f); 403 op->write (f);
460 } 404 }
461 else if (flags & IO_OBJECTS) 405 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 406 op->write (f);
463 } 407 }
464 } 408 }
465 409
466 coroapi::cede_to_tick (); 410 coroapi::cede_to_tick ();
467 411
468 return true; 412 return true;
469} 413}
470 414
471bool 415bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491}
492
493bool
494maptile::_save_objects (const char *path, int flags) 416maptile::_save_objects (const char *path, int flags)
495{ 417{
496 object_freezer freezer; 418 object_freezer freezer;
497 419
498 if (!_save_objects (freezer, flags)) 420 if (!_save_objects (freezer, flags))
499 return false; 421 return false;
500 422
501 return freezer.save (path); 423 return freezer.save (path);
502} 424}
503 425
504maptile::maptile () 426void
427maptile::init ()
505{ 428{
506 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
507 430
508 /* 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
509 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
510 */ 433 */
511 width = 16; 434 width = 16;
512 height = 16; 435 height = 16;
513 timeout = 300; 436 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
515 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
516}
517
518maptile::maptile (int w, int h)
519{
520 in_memory = MAP_SWAPPED;
521
522 width = w;
523 height = h;
524 reset_timeout = 0; 439 reset_timeout = 0;
525 timeout = 300;
526 enter_x = 0; 440 enter_x = 0;
527 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
528 455
529 alloc (); 456 alloc ();
530} 457}
531 458
532/* 459/*
540 if (spaces) 467 if (spaces)
541 return; 468 return;
542 469
543 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
544} 471}
472
473//+GPL
545 474
546/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
547 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
548 * at a later date. 477 * at a later date.
549 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
626 return items; 555 return items;
627} 556}
628 557
629/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
630 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
631static void 560static const char *
632print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
633{ 562{
634 int i; 563 static dynbuf_text buf; buf.clear ();
635 char tmp[MAX_BUF]; 564 bool first = true;
636 565
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
639 { 567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
640 if (m->shopitems[i].typenum) 573 if (m->shopitems[i].typenum)
641 { 574 {
642 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
643 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 576 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
644 else 577 else
645 sprintf (tmp, "%s;", m->shopitems[i].name); 578 buf.printf ("%s", m->shopitems[i].name);
646 } 579 }
647 else 580 else
648 { 581 {
649 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 583 buf.printf ("*:%d", m->shopitems[i].strength);
651 else 584 else
652 sprintf (tmp, "*"); 585 buf.printf ("*");
653 } 586 }
654
655 strcat (output_string, tmp);
656 } 587 }
588
589 return buf;
657} 590}
591
592//-GPL
658 593
659/* This loads the header information of the map. The header 594/* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc. 595 * contains things like difficulty, size, timeout, etc.
661 * this used to be stored in the map object, but with the 596 * this used to be stored in the map object, but with the
662 * addition of tiling, fields beyond that easily named in an 597 * addition of tiling, fields beyond that easily named in an
670bool 605bool
671maptile::_load_header (object_thawer &thawer) 606maptile::_load_header (object_thawer &thawer)
672{ 607{
673 for (;;) 608 for (;;)
674 { 609 {
675 thawer.next ();
676
677 switch (thawer.kw) 610 switch (thawer.kw)
678 { 611 {
679 case KW_msg: 612 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 613 thawer.get_ml (KW_endmsg, msg);
681 break; 614 break;
705 case KW_shopgreed: thawer.get (shopgreed); break; 638 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break; 639 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break; 640 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break; 641 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break; 642 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716 643
717 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
719 case KW_no_reset: thawer.get (no_reset); break; 646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
720 648
721 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: thawer.get (default_region); break;
722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
723 651
724 // old names new names 652 // old names new names
725 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 653 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
726 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
735 case KW_tile_path_1: thawer.get (tile_path [0]); break; 663 case KW_tile_path_1: thawer.get (tile_path [0]); break;
736 case KW_tile_path_2: thawer.get (tile_path [1]); break; 664 case KW_tile_path_2: thawer.get (tile_path [1]); break;
737 case KW_tile_path_3: thawer.get (tile_path [2]); break; 665 case KW_tile_path_3: thawer.get (tile_path [2]); break;
738 case KW_tile_path_4: thawer.get (tile_path [3]); break; 666 case KW_tile_path_4: thawer.get (tile_path [3]); break;
739 667
668 case KW_ERROR:
669 set_key_text (thawer.kw_str, thawer.value);
670 break;
671
740 case KW_end: 672 case KW_end:
673 thawer.next ();
741 return true; 674 return true;
742 675
743 default: 676 default:
744 if (!thawer.parse_error ("map", 0)) 677 if (!thawer.parse_error ("map"))
745 return false; 678 return false;
746 break; 679 break;
747 } 680 }
681
682 thawer.next ();
748 } 683 }
749 684
750 abort (); 685 abort ();
751} 686}
752 687
753bool 688//+GPL
754maptile::_load_header (const char *path)
755{
756 object_thawer thawer (path);
757
758 if (!thawer)
759 return false;
760
761 return _load_header (thawer);
762}
763 689
764/****************************************************************************** 690/******************************************************************************
765 * This is the start of unique map handling code 691 * This is the start of unique map handling code
766 *****************************************************************************/ 692 *****************************************************************************/
767 693
774 int unique = 0; 700 int unique = 0;
775 for (object *op = spaces [i].bot; op; ) 701 for (object *op = spaces [i].bot; op; )
776 { 702 {
777 object *above = op->above; 703 object *above = op->above;
778 704
779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
780 unique = 1; 706 unique = 1;
781 707
782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
783 {
784 op->destroy_inv (false);
785 op->destroy (); 709 op->destroy ();
786 }
787 710
788 op = above; 711 op = above;
789 } 712 }
790 } 713 }
791} 714}
792 715
716//-GPL
717
793bool 718bool
794maptile::_save_header (object_freezer &freezer) 719maptile::_save_header (object_freezer &freezer)
795{ 720{
796#define MAP_OUT(k) freezer.put (KW_ ## k, k) 721#define MAP_OUT(k) freezer.put (KW(k), k)
797#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 722#define MAP_OUT2(k,v) freezer.put (KW(k), v)
798 723
799 MAP_OUT2 (arch, "map"); 724 MAP_OUT2 (arch, CS(map));
800 725
801 if (name) MAP_OUT (name); 726 if (name) MAP_OUT (name);
802 MAP_OUT (swap_time); 727 MAP_OUT (swap_time);
803 MAP_OUT (reset_time); 728 MAP_OUT (reset_time);
804 MAP_OUT (reset_timeout); 729 MAP_OUT (reset_timeout);
805 MAP_OUT (fixed_resettime); 730 MAP_OUT (fixed_resettime);
806 MAP_OUT (no_reset); 731 MAP_OUT (no_reset);
732 MAP_OUT (no_drop);
807 MAP_OUT (difficulty); 733 MAP_OUT (difficulty);
808
809 if (default_region) MAP_OUT2 (region, default_region->name); 734 if (default_region) MAP_OUT2 (region, default_region->name);
810 735
811 if (shopitems) 736 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
812 {
813 char shop[MAX_BUF];
814 print_shop_string (this, shop);
815 MAP_OUT2 (shopitems, shop);
816 }
817
818 MAP_OUT (shopgreed); 737 MAP_OUT (shopgreed);
819 MAP_OUT (shopmin); 738 MAP_OUT (shopmin);
820 MAP_OUT (shopmax); 739 MAP_OUT (shopmax);
821 if (shoprace) MAP_OUT (shoprace); 740 if (shoprace) MAP_OUT (shoprace);
822 MAP_OUT (darkness); 741
823 MAP_OUT (width); 742 MAP_OUT (width);
824 MAP_OUT (height); 743 MAP_OUT (height);
825 MAP_OUT (enter_x); 744 MAP_OUT (enter_x);
826 MAP_OUT (enter_y); 745 MAP_OUT (enter_y);
827 746 MAP_OUT (darkness);
828 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
829 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
830
831 MAP_OUT (outdoor); 747 MAP_OUT (outdoor);
832 MAP_OUT (temp); 748
833 MAP_OUT (pressure); 749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
834 MAP_OUT (humid); 750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
835 MAP_OUT (windspeed);
836 MAP_OUT (winddir);
837 MAP_OUT (sky);
838 751
839 MAP_OUT (per_player); 752 MAP_OUT (per_player);
840 MAP_OUT (per_party); 753 MAP_OUT (per_party);
841 754
842 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
843 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
844 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
845 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
846 759
847 freezer.put (this); 760 freezer.put (this);
848 freezer.put (KW_end); 761 freezer.put (KW(end));
849 762
850 return true; 763 return true;
851} 764}
852 765
853bool 766bool
859 return false; 772 return false;
860 773
861 return freezer.save (path); 774 return freezer.save (path);
862} 775}
863 776
777//+GPL
778
864/* 779/*
865 * Remove and free all objects in the given map. 780 * Remove and free all objects in the given map.
866 */ 781 */
867void 782void
868maptile::clear () 783maptile::clear ()
869{ 784{
870 sfree (regions, size ()), regions = 0;
871 free (regionmap), regionmap = 0;
872
873 if (spaces) 785 if (spaces)
874 { 786 {
875 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 787 for (mapspace *ms = spaces + size (); ms-- > spaces; )
876 while (object *op = ms->bot) 788 while (object *op = ms->bot)
877 { 789 {
790 // manually remove, as to not trigger anything
791 if (ms->bot = op->above)
792 ms->bot->below = 0;
793
794 op->flag [FLAG_REMOVED] = true;
795
878 op = op->head_ (); 796 object *head = op->head_ ();
879 op->destroy_inv (false); 797 if (op == head)
880 op->destroy (); 798 op->destroy ();
799 else if (head->map != op->map)
800 {
801 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
802 head->destroy ();
803 }
881 } 804 }
882 805
883 sfree (spaces, size ()), spaces = 0; 806 sfree0 (spaces, size ());
884 } 807 }
885 808
886 if (buttons) 809 if (buttons)
887 free_objectlinkpt (buttons), buttons = 0; 810 free_objectlinkpt (buttons), buttons = 0;
811
812 sfree0 (regions, size ());
813 delete [] regionmap; regionmap = 0;
888} 814}
889 815
890void 816void
891maptile::clear_header () 817maptile::clear_header ()
892{ 818{
925 851
926 clear (); 852 clear ();
927} 853}
928 854
929/* decay and destroy perishable items in a map */ 855/* decay and destroy perishable items in a map */
856// TODO: should be done regularly, not on map load?
930void 857void
931maptile::do_decay_objects () 858maptile::do_decay_objects ()
932{ 859{
933 if (!spaces) 860 if (!spaces)
934 return; 861 return;
936 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 for (object *above, *op = ms->bot; op; op = above) 864 for (object *above, *op = ms->bot; op; op = above)
938 { 865 {
939 above = op->above; 866 above = op->above;
940 867
868 // do not decay anything above unique floor tiles (yet :)
869 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
870 break;
871
941 bool destroy = 0; 872 bool destroy = 0;
942 873
943 // do not decay anything above unique floor tiles (yet :) 874 if (op->flag [FLAG_IS_FLOOR]
944 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 875 || op->flag [FLAG_OBJ_ORIGINAL]
945 break; 876 || op->flag [FLAG_UNIQUE]
946 877 || op->flag [FLAG_OVERLAY_FLOOR]
947 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 878 || op->flag [FLAG_UNPAID]
948 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
949 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
950 || QUERY_FLAG (op, FLAG_UNIQUE)
951 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
952 || QUERY_FLAG (op, FLAG_UNPAID)
953 || op->is_alive ()) 879 || op->is_alive ())
954 ; // do not decay 880 ; // do not decay
955 else if (op->is_weapon ()) 881 else if (op->is_weapon ())
956 { 882 {
957 op->stats.dam--; 883 op->stats.dam--;
982 || mat & M_LIQUID 908 || mat & M_LIQUID
983 || (mat & M_IRON && rndm (1, 5) == 1) 909 || (mat & M_IRON && rndm (1, 5) == 1)
984 || (mat & M_GLASS && rndm (1, 2) == 1) 910 || (mat & M_GLASS && rndm (1, 2) == 1)
985 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
986 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
987 || (mat & M_ICE && temp > 32)) 913 //|| (mat & M_ICE && temp > 32)
914 )
988 destroy = 1; 915 destroy = 1;
989 } 916 }
990 917
991 /* adjust overall chance below */ 918 /* adjust overall chance below */
992 if (destroy && rndm (0, 1)) 919 if (destroy && rndm (0, 1))
993 op->destroy (); 920 op->destroy ();
994 }
995}
996
997/*
998 * Updates every button on the map (by calling update_button() for them).
999 */
1000void
1001maptile::update_buttons ()
1002{
1003 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1004 for (objectlink *ol = obp->link; ol; ol = ol->next)
1005 {
1006 if (!ol->ob)
1007 {
1008 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1009 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1010 continue;
1011 }
1012
1013 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1014 {
1015 update_button (ol->ob);
1016 break;
1017 }
1018 } 921 }
1019} 922}
1020 923
1021/* 924/*
1022 * This routine is supposed to find out the difficulty of the map. 925 * This routine is supposed to find out the difficulty of the map.
1023 * difficulty does not have a lot to do with character level, 926 * difficulty does not have a lot to do with character level,
1024 * but does have a lot to do with treasure on the map. 927 * but does have a lot to do with treasure on the map.
1025 * 928 *
1026 * Difficulty can now be set by the map creature. If the value stored 929 * Difficulty can now be set by the map creator. If the value stored
1027 * in the map is zero, then use this routine. Maps should really 930 * in the map is zero, then use this routine. Maps should really
1028 * have a difficulty set than using this function - human calculation 931 * have a difficulty set rather than using this function - human calculation
1029 * is much better than this functions guesswork. 932 * is much better than this function's guesswork.
1030 */ 933 */
1031int 934int
1032maptile::estimate_difficulty () const 935maptile::estimate_difficulty () const
1033{ 936{
1034 long monster_cnt = 0; 937 long monster_cnt = 0;
1036 sint64 total_exp = 0; 939 sint64 total_exp = 0;
1037 940
1038 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1039 for (object *op = ms->bot; op; op = op->above) 942 for (object *op = ms->bot; op; op = op->above)
1040 { 943 {
1041 if (QUERY_FLAG (op, FLAG_MONSTER)) 944 if (op->flag [FLAG_MONSTER])
1042 { 945 {
1043 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
1044 monster_cnt++; 947 monster_cnt++;
1045 } 948 }
1046 949
1047 if (QUERY_FLAG (op, FLAG_GENERATOR)) 950 if (op->flag [FLAG_GENERATOR])
1048 { 951 {
1049 total_exp += op->stats.exp; 952 total_exp += op->stats.exp;
1050 953
1051 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 954 if (archetype *at = op->other_arch)
955 {
1052 total_exp += at->stats.exp * 8; 956 total_exp += at->stats.exp * 8;
1053
1054 monster_cnt++; 957 monster_cnt++;
958 }
959
960 for (object *inv = op->inv; inv; inv = inv->below)
961 {
962 total_exp += op->stats.exp * 8;
963 monster_cnt++;
964 }
1055 } 965 }
1056 } 966 }
1057 967
1058 avgexp = (double) total_exp / monster_cnt; 968 avgexp = (double) total_exp / monster_cnt;
1059 969
1072 * postive values make it darker, negative make it brighter 982 * postive values make it darker, negative make it brighter
1073 */ 983 */
1074int 984int
1075maptile::change_map_light (int change) 985maptile::change_map_light (int change)
1076{ 986{
1077 int new_level = darkness + change;
1078
1079 /* Nothing to do */ 987 /* Nothing to do */
1080 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 988 if (!change)
1081 return 0; 989 return 0;
1082 990
1083 /* inform all players on the map */ 991 /* inform all players on the map */
1084 if (change > 0) 992 if (change > 0)
1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 993 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1086 else 994 else
1087 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 995 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1088 996
1089 /* Do extra checking. since darkness is a unsigned value, 997 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1090 * we need to be extra careful about negative values.
1091 * In general, the checks below are only needed if change
1092 * is not +/-1
1093 */
1094 if (new_level < 0)
1095 darkness = 0;
1096 else if (new_level >= MAX_DARKNESS)
1097 darkness = MAX_DARKNESS;
1098 else
1099 darkness = new_level;
1100 998
1101 /* All clients need to get re-updated for the change */ 999 /* All clients need to get re-updated for the change */
1102 update_all_map_los (this); 1000 update_all_map_los (this);
1001
1103 return 1; 1002 return 1;
1104} 1003}
1105 1004
1106/* 1005/*
1107 * This function updates various attributes about a specific space 1006 * This function updates various attributes about a specific space
1110 * through, etc) 1009 * through, etc)
1111 */ 1010 */
1112void 1011void
1113mapspace::update_ () 1012mapspace::update_ ()
1114{ 1013{
1115 object *tmp, *last = 0; 1014 object *last = 0;
1116 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1015 uint8 flags = P_UPTODATE;
1016 sint8 light = 0;
1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1017 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 uint64_t volume = 0;
1019 uint32_t items = 0;
1020 object *anywhere = 0;
1021 uint8_t middle_visibility = 0;
1118 1022
1119 //object *middle = 0; 1023 //object *middle = 0;
1120 //object *top = 0; 1024 //object *top = 0;
1121 //object *floor = 0; 1025 //object *floor = 0;
1122 // this seems to generate better code than using locals, above 1026 // this seems to generate better code than using locals, above
1123 object *&top = faces_obj[0] = 0; 1027 object *&top = faces_obj[0] = 0;
1124 object *&middle = faces_obj[1] = 0; 1028 object *&middle = faces_obj[1] = 0;
1125 object *&floor = faces_obj[2] = 0; 1029 object *&floor = faces_obj[2] = 0;
1126 1030
1031 object::flags_t allflags; // all flags of all objects or'ed together
1032
1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1128 { 1034 {
1129 /* This could be made additive I guess (two lights better than 1035 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1130 * one). But if so, it shouldn't be a simple additive - 2
1131 * light bulbs do not illuminate twice as far as once since
1132 * it is a dissapation factor that is cubed.
1133 */
1134 if (tmp->glow_radius > light)
1135 light = tmp->glow_radius; 1036 light += tmp->glow_radius;
1136 1037
1137 /* This call is needed in order to update objects the player 1038 /* This call is needed in order to update objects the player
1138 * is standing in that have animations (ie, grass, fire, etc). 1039 * is standing in that have animations (ie, grass, fire, etc).
1139 * However, it also causes the look window to be re-drawn 1040 * However, it also causes the look window to be re-drawn
1140 * 3 times each time the player moves, because many of the 1041 * 3 times each time the player moves, because many of the
1141 * functions the move_player calls eventualy call this. 1042 * functions the move_player calls eventualy call this.
1142 * 1043 *
1143 * Always put the player down for drawing. 1044 * Always put the player down for drawing.
1144 */ 1045 */
1145 if (!tmp->invisible) 1046 if (expect_true (!tmp->invisible))
1146 { 1047 {
1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1148 top = tmp; 1049 top = tmp;
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1150 { 1051 {
1151 /* If we got a floor, that means middle and top were below it, 1052 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1053 * so should not be visible, so we clear them.
1153 */ 1054 */
1154 middle = 0; 1055 middle = 0;
1155 top = 0; 1056 top = 0;
1156 floor = tmp; 1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1157 } 1060 }
1158 /* Flag anywhere have high priority */ 1061 else
1159 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1160 { 1062 {
1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1068
1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1071 anywhere = tmp;
1072
1073 /* Find the highest visible face around. If equal
1074 * visibilities, we still want the one nearer to the
1075 * top
1076 */
1077 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 {
1079 middle_visibility = ::faces [tmp->face].visibility;
1161 middle = tmp; 1080 middle = tmp;
1162 anywhere = 1; 1081 }
1163 } 1082 }
1164 /* Find the highest visible face around. If equal
1165 * visibilities, we still want the one nearer to the
1166 * top
1167 */
1168 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1169 middle = tmp;
1170 }
1171
1172 if (tmp == tmp->above)
1173 {
1174 LOG (llevError, "Error in structure of map\n");
1175 exit (-1);
1176 } 1083 }
1177 1084
1178 move_slow |= tmp->move_slow; 1085 move_slow |= tmp->move_slow;
1179 move_block |= tmp->move_block; 1086 move_block |= tmp->move_block;
1180 move_on |= tmp->move_on; 1087 move_on |= tmp->move_on;
1181 move_off |= tmp->move_off; 1088 move_off |= tmp->move_off;
1182 move_allow |= tmp->move_allow; 1089 move_allow |= tmp->move_allow;
1183 1090
1184 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1091 allflags |= tmp->flag;
1185 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1092
1186 if (tmp->type == PLAYER) flags |= P_PLAYER; 1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1187 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1094 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1188 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1189 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1190 } 1095 }
1191 1096
1192 this->light = light; 1097 // FLAG_SEE_ANYWHERE takes precedence
1098 if (anywhere)
1099 middle = anywhere;
1100
1101 // ORing all flags together and checking them here is much faster
1102 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1106
1107 this->light = min (light, MAX_LIGHT_RADIUS);
1193 this->flags_ = flags; 1108 this->flags_ = flags;
1194 this->move_block = move_block & ~move_allow; 1109 this->move_block = move_block & ~move_allow;
1195 this->move_on = move_on; 1110 this->move_on = move_on;
1196 this->move_off = move_off; 1111 this->move_off = move_off;
1197 this->move_slow = move_slow; 1112 this->move_slow = move_slow;
1113 this->volume_ = (volume + 1023) / 1024;
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1198 1115
1199 /* At this point, we have a floor face (if there is a floor), 1116 /* At this point, we have a floor face (if there is a floor),
1200 * and the floor is set - we are not going to touch it at 1117 * and the floor is set - we are not going to touch it at
1201 * this point. 1118 * this point.
1202 * middle contains the highest visibility face. 1119 * middle contains the highest visibility face.
1217 * 1) top face is set, need middle to be set. 1134 * 1) top face is set, need middle to be set.
1218 * 2) middle is set, need to set top. 1135 * 2) middle is set, need to set top.
1219 * 3) neither middle or top is set - need to set both. 1136 * 3) neither middle or top is set - need to set both.
1220 */ 1137 */
1221 1138
1222 for (tmp = last; tmp; tmp = tmp->below) 1139 for (object *tmp = last; tmp; tmp = tmp->below)
1223 { 1140 {
1224 /* Once we get to a floor, stop, since we already have a floor object */ 1141 /* Once we get to a floor, stop, since we already have a floor object */
1225 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1142 if (tmp->flag [FLAG_IS_FLOOR])
1226 break; 1143 break;
1227 1144
1228 /* If two top faces are already set, quit processing */ 1145 /* If two top faces are already set, quit processing */
1229 if (top && middle) 1146 if (top && middle)
1230 break; 1147 break;
1268 faces_obj [1] = middle; 1185 faces_obj [1] = middle;
1269 faces_obj [2] = floor; 1186 faces_obj [2] = floor;
1270#endif 1187#endif
1271} 1188}
1272 1189
1273uint64 1190maptile *
1274mapspace::volume () const 1191maptile::tile_available (int dir, bool load)
1275{ 1192{
1276 uint64 vol = 0; 1193 if (tile_path[dir])
1277
1278 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1279 vol += op->volume ();
1280
1281 return vol;
1282}
1283
1284/* this updates the orig_map->tile_map[tile_num] value after finding
1285 * the map. It also takes care of linking back the freshly found
1286 * maps tile_map values if it tiles back to this one. It returns
1287 * the value of orig_map->tile_map[tile_num].
1288 */
1289static inline maptile *
1290find_and_link (maptile *orig_map, int tile_num)
1291{
1292 maptile *mp = orig_map->tile_map [tile_num];
1293
1294 if (!mp)
1295 {
1296 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1297
1298 if (!mp)
1299 {
1300 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1301 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1302 &orig_map->tile_path[tile_num], &orig_map->path);
1303 mp = new maptile (1, 1);
1304 mp->alloc ();
1305 mp->in_memory = MAP_IN_MEMORY;
1306 }
1307 } 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1308 1197
1309 int dest_tile = (tile_num + 2) % 4; 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1310 1201
1311 orig_map->tile_map [tile_num] = mp;
1312
1313 // optimisation: back-link map to origin map if euclidean
1314 //TODO: non-euclidean maps MUST GO
1315 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1316 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1317
1318 return mp; 1202 return 0;
1319}
1320
1321static inline void
1322load_and_link (maptile *orig_map, int tile_num)
1323{
1324 find_and_link (orig_map, tile_num)->load_sync ();
1325} 1203}
1326 1204
1327/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1328 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1329 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1342 if (!m) 1220 if (!m)
1343 return 0; 1221 return 0;
1344 1222
1345 if (x < 0) 1223 if (x < 0)
1346 { 1224 {
1347 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1348 return 1; 1226 return 1;
1349 1227
1350 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 3);
1352
1353 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1354 } 1229 }
1355 1230
1356 if (x >= m->width) 1231 if (x >= m->width)
1357 { 1232 {
1358 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1359 return 1; 1234 return 1;
1360 1235
1361 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 1);
1363
1364 return out_of_map (m->tile_map[1], x - m->width, y); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
1365 } 1237 }
1366 1238
1367 if (y < 0) 1239 if (y < 0)
1368 { 1240 {
1369 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1370 return 1; 1242 return 1;
1371 1243
1372 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1373 find_and_link (m, 0);
1374
1375 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1376 } 1245 }
1377 1246
1378 if (y >= m->height) 1247 if (y >= m->height)
1379 { 1248 {
1380 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1381 return 1; 1250 return 1;
1382
1383 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1384 find_and_link (m, 2);
1385 1251
1386 return out_of_map (m->tile_map[2], x, y - m->height); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
1387 } 1253 }
1388 1254
1389 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1403maptile * 1269maptile *
1404maptile::xy_find (sint16 &x, sint16 &y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1405{ 1271{
1406 if (x < 0) 1272 if (x < 0)
1407 { 1273 {
1408 if (!tile_path[3]) 1274 if (!tile_available (3))
1409 return 0; 1275 return 0;
1410 1276
1411 find_and_link (this, 3);
1412 x += tile_map[3]->width; 1277 x += tile_map[3]->width;
1413 return tile_map[3]->xy_find (x, y); 1278 return tile_map[3]->xy_find (x, y);
1414 } 1279 }
1415 1280
1416 if (x >= width) 1281 if (x >= width)
1417 { 1282 {
1418 if (!tile_path[1]) 1283 if (!tile_available (1))
1419 return 0; 1284 return 0;
1420 1285
1421 find_and_link (this, 1);
1422 x -= width; 1286 x -= width;
1423 return tile_map[1]->xy_find (x, y); 1287 return tile_map[1]->xy_find (x, y);
1424 } 1288 }
1425 1289
1426 if (y < 0) 1290 if (y < 0)
1427 { 1291 {
1428 if (!tile_path[0]) 1292 if (!tile_available (0))
1429 return 0; 1293 return 0;
1430 1294
1431 find_and_link (this, 0);
1432 y += tile_map[0]->height; 1295 y += tile_map[0]->height;
1433 return tile_map[0]->xy_find (x, y); 1296 return tile_map[0]->xy_find (x, y);
1434 } 1297 }
1435 1298
1436 if (y >= height) 1299 if (y >= height)
1437 { 1300 {
1438 if (!tile_path[2]) 1301 if (!tile_available (2))
1439 return 0; 1302 return 0;
1440 1303
1441 find_and_link (this, 2);
1442 y -= height; 1304 y -= height;
1443 return tile_map[2]->xy_find (x, y); 1305 return tile_map[2]->xy_find (x, y);
1444 } 1306 }
1445 1307
1446 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1452/** 1314/**
1453 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
1454 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
1455 */ 1317 */
1456int 1318int
1457adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1458{ 1320{
1459 if (!map1 || !map2) 1321 if (!map1 || !map2)
1460 return 0; 1322 return 0;
1461 1323
1462 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1463 //fix: compare paths instead (this is likely faster, too!) 1325 //fix: compare paths instead (this is likely faster, too!)
1464 if (map1 == map2) 1326 if (map1 == map2)
1465 { 1327 {
1466 *dx = 0; 1328 *dx = 0;
1467 *dy = 0; 1329 *dy = 0;
1468 } 1330 }
1469 else if (map1->tile_map[0] == map2) 1331 else if (map1->tile_available (0, false) == map2)
1470 { /* up */ 1332 { /* up */
1471 *dx = 0; 1333 *dx = 0;
1472 *dy = -map2->height; 1334 *dy = -map2->height;
1473 } 1335 }
1474 else if (map1->tile_map[1] == map2) 1336 else if (map1->tile_available (1, false) == map2)
1475 { /* right */ 1337 { /* right */
1476 *dx = map1->width; 1338 *dx = map1->width;
1477 *dy = 0; 1339 *dy = 0;
1478 } 1340 }
1479 else if (map1->tile_map[2] == map2) 1341 else if (map1->tile_available (2, false) == map2)
1480 { /* down */ 1342 { /* down */
1481 *dx = 0; 1343 *dx = 0;
1482 *dy = map1->height; 1344 *dy = map1->height;
1483 } 1345 }
1484 else if (map1->tile_map[3] == map2) 1346 else if (map1->tile_available (3, false) == map2)
1485 { /* left */ 1347 { /* left */
1486 *dx = -map2->width; 1348 *dx = -map2->width;
1487 *dy = 0; 1349 *dy = 0;
1488 } 1350 }
1489 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1490 { /* up right */ 1352 { /* up right */
1491 *dx = map1->tile_map[0]->width; 1353 *dx = map1->tile_map[0]->width;
1492 *dy = -map1->tile_map[0]->height; 1354 *dy = -map1->tile_map[0]->height;
1493 } 1355 }
1494 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
1495 { /* up left */ 1357 { /* up left */
1496 *dx = -map2->width; 1358 *dx = -map2->width;
1497 *dy = -map1->tile_map[0]->height; 1359 *dy = -map1->tile_map[0]->height;
1498 } 1360 }
1499 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
1500 { /* right up */ 1362 { /* right up */
1501 *dx = map1->width; 1363 *dx = map1->width;
1502 *dy = -map2->height; 1364 *dy = -map2->height;
1503 } 1365 }
1504 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
1505 { /* right down */ 1367 { /* right down */
1506 *dx = map1->width; 1368 *dx = map1->width;
1507 *dy = map1->tile_map[1]->height; 1369 *dy = map1->tile_map[1]->height;
1508 } 1370 }
1509 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1510 { /* down right */ 1372 { /* down right */
1511 *dx = map1->tile_map[2]->width; 1373 *dx = map1->tile_map[2]->width;
1512 *dy = map1->height; 1374 *dy = map1->height;
1513 } 1375 }
1514 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
1515 { /* down left */ 1377 { /* down left */
1516 *dx = -map2->width; 1378 *dx = -map2->width;
1517 *dy = map1->height; 1379 *dy = map1->height;
1518 } 1380 }
1519 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1520 { /* left up */ 1382 { /* left up */
1521 *dx = -map1->tile_map[3]->width; 1383 *dx = -map1->tile_map[3]->width;
1522 *dy = -map2->height; 1384 *dy = -map2->height;
1523 } 1385 }
1524 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1525 { /* left down */ 1387 { /* left down */
1526 *dx = -map1->tile_map[3]->width; 1388 *dx = -map1->tile_map[3]->width;
1527 *dy = map1->tile_map[3]->height; 1389 *dy = map1->tile_map[3]->height;
1528 } 1390 }
1529 else 1391 else
1568 * 1430 *
1569 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
1570 * closest body part of 'op1' 1432 * closest body part of 'op1'
1571 */ 1433 */
1572void 1434void
1573get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1574{ 1436{
1575 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1576 { 1438 {
1577 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1578 retval->distance = 10000; 1440 retval->distance = 10000;
1579 retval->distance_x = 10000; 1441 retval->distance_x = 10000;
1580 retval->distance_y = 10000; 1442 retval->distance_y = 10000;
1581 retval->direction = 0; 1443 retval->direction = 0;
1582 retval->part = 0; 1444 retval->part = 0;
1583 } 1445 }
1584 else 1446 else
1585 { 1447 {
1586 object *best;
1587
1588 retval->distance_x += op2->x - op1->x; 1448 retval->distance_x += op2->x - op1->x;
1589 retval->distance_y += op2->y - op1->y; 1449 retval->distance_y += op2->y - op1->y;
1590 1450
1591 best = op1; 1451 object *best = op1;
1452
1592 /* If this is multipart, find the closest part now */ 1453 /* If this is multipart, find the closest part now */
1593 if (!(flags & 0x1) && op1->more) 1454 if (!(flags & 1) && op1->more)
1594 { 1455 {
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1456 int best_distance = idistance (retval->distance_x, retval->distance_y);
1596 1457
1597 /* we just take the offset of the piece to head to figure 1458 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1459 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1460 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1461 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1462 * below works.
1602 */ 1463 */
1603 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1465 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1466 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1467
1607 if (tmpi < best_distance) 1468 if (tmpi < best_distance)
1608 { 1469 {
1609 best_distance = tmpi; 1470 best_distance = tmpi;
1610 best = tmp; 1471 best = tmp;
1611 } 1472 }
1612 } 1473 }
1613 1474
1614 if (best != op1) 1475 if (best != op1)
1615 { 1476 {
1616 retval->distance_x += op1->x - best->x; 1477 retval->distance_x += op1->x - best->x;
1617 retval->distance_y += op1->y - best->y; 1478 retval->distance_y += op1->y - best->y;
1618 } 1479 }
1619 } 1480 }
1620 1481
1621 retval->part = best; 1482 retval->part = best;
1622 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1483 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1624 } 1485 }
1625} 1486}
1626 1487
1627/* this is basically the same as get_rangevector above, but instead of 1488/* this is basically the same as get_rangevector above, but instead of
1628 * the first parameter being an object, it instead is the map 1489 * the first parameter being an object, it instead is the map
1633 * be more consistant with the above function and also in case they are needed 1494 * 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 1495 * for something in the future. Also, since no object is pasted, the best
1635 * field of the rv_vector is set to NULL. 1496 * field of the rv_vector is set to NULL.
1636 */ 1497 */
1637void 1498void
1638get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1499get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1639{ 1500{
1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1641 { 1502 {
1642 /* be conservative and fill in _some_ data */ 1503 /* be conservative and fill in _some_ data */
1643 retval->distance = 100000; 1504 retval->distance = 100000;
1644 retval->distance_x = 32767; 1505 retval->distance_x = 32767;
1645 retval->distance_y = 32767; 1506 retval->distance_y = 32767;
1646 retval->direction = 0; 1507 retval->direction = 0;
1647 retval->part = 0; 1508 retval->part = 0;
1648 } 1509 }
1649 else 1510 else
1650 { 1511 {
1651 retval->distance_x += op2->x - x; 1512 retval->distance_x += op2->x - x;
1652 retval->distance_y += op2->y - y; 1513 retval->distance_y += op2->y - y;
1653 1514
1654 retval->part = NULL; 1515 retval->part = 0;
1655 retval->distance = idistance (retval->distance_x, retval->distance_y); 1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1657 } 1518 }
1658} 1519}
1659 1520
1660/* Returns true of op1 and op2 are effectively on the same map 1521/* Returns true of op1 and op2 are effectively on the same map
1661 * (as related to map tiling). Note that this looks for a path from 1522 * (as related to map tiling). Note that this looks for a path from
1671 int dx, dy; 1532 int dx, dy;
1672 1533
1673 return adjacent_map (op1->map, op2->map, &dx, &dy); 1534 return adjacent_map (op1->map, op2->map, &dx, &dy);
1674} 1535}
1675 1536
1537//-GPL
1538
1676object * 1539object *
1677maptile::insert (object *op, int x, int y, object *originator, int flags) 1540maptile::insert (object *op, int x, int y, object *originator, int flags)
1678{ 1541{
1679 if (!op->flag [FLAG_REMOVED])
1680 op->remove ();
1681
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1542 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683} 1543}
1684 1544
1685region * 1545region *
1686maptile::region (int x, int y) const 1546maptile::region (int x, int y) const
1695 return default_region; 1555 return default_region;
1696 1556
1697 return ::region::default_region (); 1557 return ::region::default_region ();
1698} 1558}
1699 1559
1560//+GPL
1561
1700/* picks a random object from a style map. 1562/* picks a random object from a style map.
1701 * Redone by MSW so it should be faster and not use static
1702 * variables to generate tables.
1703 */ 1563 */
1704object * 1564object *
1705maptile::pick_random_object () const 1565maptile::pick_random_object (rand_gen &gen) const
1706{ 1566{
1707 /* while returning a null object will result in a crash, that 1567 /* while returning a null object will result in a crash, that
1708 * is actually preferable to an infinite loop. That is because 1568 * is actually preferable to an infinite loop. That is because
1709 * most servers will automatically restart in case of crash. 1569 * most servers will automatically restart in case of crash.
1710 * Change the logic on getting the random space - shouldn't make 1570 * Change the logic on getting the random space - shouldn't make
1711 * any difference, but this seems clearer to me. 1571 * any difference, but this seems clearer to me.
1712 */ 1572 */
1713 for (int i = 1000; --i;) 1573 for (int i = 1000; --i;)
1714 { 1574 {
1715 object *pick = at (rndm (width), rndm (height)).bot; 1575 object *pick = at (gen (width), gen (height)).bot;
1716 1576
1717 // do not prefer big monsters just because they are big. 1577 // must be head: do not prefer big monsters just because they are big.
1718 if (pick && pick->head_ () == pick) 1578 if (pick && pick->is_head ())
1719 return pick->head_ (); 1579 return pick;
1720 } 1580 }
1721 1581
1722 // instead of crashing in the unlikely(?) case, try to return *something* 1582 // instead of crashing in the unlikely(?) case, try to return *something*
1723 return get_archetype ("blocked"); 1583 return archetype::find (shstr_bug);
1724} 1584}
1725 1585
1586//-GPL
1587
1588void
1589maptile::play_sound (faceidx sound, int x, int y) const
1590{
1591 if (!sound)
1592 return;
1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1610 for_all_players (pl)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 }
1621}
1622
1623dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1690{
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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