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Revision 1.88 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.199 by root, Tue May 4 22:26:49 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <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)
175 */ 104 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 106 return 0;
178 107
179 if (ob->head != NULL)
180 ob = ob->head; 108 ob = ob->head_ ();
181 109
182 /* 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
183 * 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
184 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
186 */ 114 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
188 { 116 {
189 117 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 118 {
193 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
195 * pass through this space. 121 return 1;
196 */ 122 else
197 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
198 { 126 {
199 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))
200 return 1; 131 return 1;
201 else 132 }
202 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;
203 } 142 }
204 else 143 else
205 { 144 return 1; // unconditional block
206 /* In this case, the player must not have the object - 145
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 146 } else {
216 { 147 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 149 // blocks anything
219 * movement, can't move here. 150
220 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 152 && tmp->type != DOOR
222 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 154 return 1;
228 } 155 }
229
230 } 156 }
157
231 return 0; 158 return 0;
232} 159}
233 160
234/* 161/*
235 * 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
236 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
240 * 167 *
241 * 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.
242 * 169 *
243 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
255 * 182 *
256 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
257 * 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
258 * against the move_block values. 185 * against the move_block values.
259 */ 186 */
260int 187bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
262{ 189{
263 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
277 193
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
279 { 195 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 196
282 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 198
284 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 200 return 1;
286 201
287 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
288 203 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 205 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 207 continue;
296 208
297 /* 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
298 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
299 */ 211 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
301 return P_NO_PASS; 213 return 1;
302 } 214 }
303 215
304 return 0; 216 return 0;
305} 217}
306 218
307/* When the map is loaded, load_object does not actually insert objects 219//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 220
335void 221void
336maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
337{ 223{
338 if (!spaces) 224 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
344} 230}
345 231
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
259
346/* 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
347 * 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
348 * 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
349 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 264 */
352void 265void
353maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
354{ 267{
355 if (!spaces) 268 if (!spaces)
356 return; 269 return;
357 270
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
360 { 275 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 278 {
375 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
376 281
377 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 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
392 } 289 }
290 else
291 op = op->above;
393 } 292 }
394
395 tmp = above;
396 } 293 }
397} 294}
295
296//-GPL
398 297
399/* 298/*
400 * 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
401 * file pointer. 300 * file pointer.
402 */ 301 */
403bool 302bool
404maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
405{ 304{
406 for (;;) 305 for (;;)
407 { 306 {
408 coroapi::cede_every (1000); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
409 308
410 switch (f.kw) 309 switch (f.kw)
411 { 310 {
412 case KW_arch: 311 case KW_arch:
413 if (object *op = object::read (f)) 312 if (object *op = object::read (f, this))
414 { 313 {
314 // TODO: why?
415 if (op->inv) 315 if (op->inv)
416 sum_weight (op); 316 op->update_weight ();
417 317
418 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 }
419 } 341 }
420 342
421 continue; 343 continue;
422 344
423 case KW_EOF: 345 case KW_EOF:
436} 358}
437 359
438void 360void
439maptile::activate () 361maptile::activate ()
440{ 362{
441 if (!spaces) 363 if (spaces)
442 return;
443
444 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
445 for (object *op = ms->bot; op; op = op->above) 365 for (object *op = ms->bot; op; op = op->above)
446 op->activate_recursive (); 366 op->activate_recursive ();
447} 367}
448 368
449void 369void
450maptile::deactivate () 370maptile::deactivate ()
451{ 371{
452 if (!spaces) 372 if (spaces)
453 return;
454
455 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
456 for (object *op = ms->bot; op; op = op->above) 374 for (object *op = ms->bot; op; op = op->above)
457 op->deactivate_recursive (); 375 op->deactivate_recursive ();
458} 376}
459 377
460bool 378bool
461maptile::_save_objects (object_freezer &f, int flags) 379maptile::_save_objects (object_freezer &f, int flags)
462{ 380{
463 static int cede_count = 0; 381 coroapi::cede_to_tick ();
464 382
465 if (flags & IO_HEADER) 383 if (flags & IO_HEADER)
466 _save_header (f); 384 _save_header (f);
467 385
468 if (!spaces) 386 if (!spaces)
469 return false; 387 return false;
470 388
471 for (int i = 0; i < size (); ++i) 389 for (int i = 0; i < size (); ++i)
472 { 390 {
473#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
474 if (cede_count >= 500)
475 {
476 cede_count = 0;
477 coroapi::cede ();
478 }
479#endif
480
481 int unique = 0; 391 bool unique = 0;
392
482 for (object *op = spaces [i].bot; op; op = op->above) 393 for (object *op = spaces [i].bot; op; op = op->above)
483 { 394 {
484 // count per-object, but cede only when modification-safe
485 cede_count++;
486
487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
488 unique = 1;
489 396
490 if (!op->can_map_save ()) 397 if (expect_false (!op->can_map_save ()))
491 continue; 398 continue;
492 399
493 if (unique || op->flag [FLAG_UNIQUE]) 400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
494 { 401 {
495 if (flags & IO_UNIQUES) 402 if (flags & IO_UNIQUES)
496 op->write (f); 403 op->write (f);
497 } 404 }
498 else if (flags & IO_OBJECTS) 405 else if (expect_true (flags & IO_OBJECTS))
499 op->write (f); 406 op->write (f);
500 } 407 }
501 } 408 }
502 409
410 coroapi::cede_to_tick ();
411
503 return true; 412 return true;
504}
505
506bool
507maptile::_load_objects (const char *path, bool skip_header)
508{
509 object_thawer f (path);
510
511 if (!f)
512 return false;
513
514 f.next ();
515
516 if (skip_header)
517 for (;;)
518 {
519 keyword kw = f.kw;
520 f.skip ();
521 if (kw == KW_end)
522 break;
523 }
524
525 return _load_objects (f);
526} 413}
527 414
528bool 415bool
529maptile::_save_objects (const char *path, int flags) 416maptile::_save_objects (const char *path, int flags)
530{ 417{
534 return false; 421 return false;
535 422
536 return freezer.save (path); 423 return freezer.save (path);
537} 424}
538 425
539maptile::maptile () 426void
427maptile::init ()
540{ 428{
541 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
542 430
543 /* 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
544 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
545 */ 433 */
546 width = 16; 434 width = 16;
547 height = 16; 435 height = 16;
548 timeout = 300; 436 timeout = 300;
549 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
550 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
551}
552
553maptile::maptile (int w, int h)
554{
555 in_memory = MAP_SWAPPED;
556
557 width = w;
558 height = h;
559 reset_timeout = 0; 439 reset_timeout = 0;
560 timeout = 300;
561 enter_x = 0; 440 enter_x = 0;
562 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;
563 455
564 alloc (); 456 alloc ();
565} 457}
566 458
567/* 459/*
575 if (spaces) 467 if (spaces)
576 return; 468 return;
577 469
578 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
579} 471}
472
473//+GPL
580 474
581/* 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
582 * 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
583 * at a later date. 477 * at a later date.
584 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
661 return items; 555 return items;
662} 556}
663 557
664/* 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
665 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
666static void 560static const char *
667print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
668{ 562{
669 int i; 563 static dynbuf_text buf; buf.clear ();
670 char tmp[MAX_BUF]; 564 bool first = true;
671 565
672 strcpy (output_string, "");
673 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
674 { 567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
675 if (m->shopitems[i].typenum) 573 if (m->shopitems[i].typenum)
676 { 574 {
677 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
678 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);
679 else 577 else
680 sprintf (tmp, "%s;", m->shopitems[i].name); 578 buf.printf ("%s", m->shopitems[i].name);
681 } 579 }
682 else 580 else
683 { 581 {
684 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
685 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 583 buf.printf ("*:%d", m->shopitems[i].strength);
686 else 584 else
687 sprintf (tmp, "*"); 585 buf.printf ("*");
688 } 586 }
689
690 strcat (output_string, tmp);
691 } 587 }
588
589 return buf;
692} 590}
591
592//-GPL
693 593
694/* This loads the header information of the map. The header 594/* This loads the header information of the map. The header
695 * contains things like difficulty, size, timeout, etc. 595 * contains things like difficulty, size, timeout, etc.
696 * 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
697 * addition of tiling, fields beyond that easily named in an 597 * addition of tiling, fields beyond that easily named in an
705bool 605bool
706maptile::_load_header (object_thawer &thawer) 606maptile::_load_header (object_thawer &thawer)
707{ 607{
708 for (;;) 608 for (;;)
709 { 609 {
710 keyword kw = thawer.get_kv ();
711
712 switch (kw) 610 switch (thawer.kw)
713 { 611 {
714 case KW_msg: 612 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 613 thawer.get_ml (KW_endmsg, msg);
716 break; 614 break;
717 615
740 case KW_shopgreed: thawer.get (shopgreed); break; 638 case KW_shopgreed: thawer.get (shopgreed); break;
741 case KW_shopmin: thawer.get (shopmin); break; 639 case KW_shopmin: thawer.get (shopmin); break;
742 case KW_shopmax: thawer.get (shopmax); break; 640 case KW_shopmax: thawer.get (shopmax); break;
743 case KW_shoprace: thawer.get (shoprace); break; 641 case KW_shoprace: thawer.get (shoprace); break;
744 case KW_outdoor: thawer.get (outdoor); break; 642 case KW_outdoor: thawer.get (outdoor); break;
745 case KW_temp: thawer.get (temp); break;
746 case KW_pressure: thawer.get (pressure); break;
747 case KW_humid: thawer.get (humid); break;
748 case KW_windspeed: thawer.get (windspeed); break;
749 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break;
751 643
752 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
754 648
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: thawer.get (default_region); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 651
758 // old names new names 652 // old names new names
759 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;
760 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;
769 case KW_tile_path_1: thawer.get (tile_path [0]); break; 663 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break; 664 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break; 665 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break; 666 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773 667
668 case KW_ERROR:
669 set_key_text (thawer.kw_str, thawer.value);
670 break;
671
774 case KW_end: 672 case KW_end:
673 thawer.next ();
775 return true; 674 return true;
776 675
777 default: 676 default:
778 if (!thawer.parse_error ("map", 0)) 677 if (!thawer.parse_error ("map"))
779 return false; 678 return false;
780 break; 679 break;
781 } 680 }
681
682 thawer.next ();
782 } 683 }
783 684
784 abort (); 685 abort ();
785} 686}
786 687
787bool 688//+GPL
788maptile::_load_header (const char *path)
789{
790 object_thawer thawer (path);
791
792 if (!thawer)
793 return false;
794
795 return _load_header (thawer);
796}
797 689
798/****************************************************************************** 690/******************************************************************************
799 * This is the start of unique map handling code 691 * This is the start of unique map handling code
800 *****************************************************************************/ 692 *****************************************************************************/
801 693
808 int unique = 0; 700 int unique = 0;
809 for (object *op = spaces [i].bot; op; ) 701 for (object *op = spaces [i].bot; op; )
810 { 702 {
811 object *above = op->above; 703 object *above = op->above;
812 704
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
814 unique = 1; 706 unique = 1;
815 707
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
817 {
818 op->destroy_inv (false);
819 op->destroy (); 709 op->destroy ();
820 }
821 710
822 op = above; 711 op = above;
823 } 712 }
824 } 713 }
825} 714}
826 715
716//-GPL
717
827bool 718bool
828maptile::_save_header (object_freezer &freezer) 719maptile::_save_header (object_freezer &freezer)
829{ 720{
830#define MAP_OUT(k) freezer.put (KW_ ## k, k) 721#define MAP_OUT(k) freezer.put (KW(k), k)
831#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 722#define MAP_OUT2(k,v) freezer.put (KW(k), v)
832 723
833 MAP_OUT2 (arch, "map"); 724 MAP_OUT2 (arch, CS(map));
834 725
835 if (name) MAP_OUT (name); 726 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 727 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 728 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 729 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 730 MAP_OUT (fixed_resettime);
731 MAP_OUT (no_reset);
732 MAP_OUT (no_drop);
840 MAP_OUT (difficulty); 733 MAP_OUT (difficulty);
841
842 if (default_region) MAP_OUT2 (region, default_region->name); 734 if (default_region) MAP_OUT2 (region, default_region->name);
843 735
844 if (shopitems) 736 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
845 {
846 char shop[MAX_BUF];
847 print_shop_string (this, shop);
848 MAP_OUT2 (shopitems, shop);
849 }
850
851 MAP_OUT (shopgreed); 737 MAP_OUT (shopgreed);
852 MAP_OUT (shopmin); 738 MAP_OUT (shopmin);
853 MAP_OUT (shopmax); 739 MAP_OUT (shopmax);
854 if (shoprace) MAP_OUT (shoprace); 740 if (shoprace) MAP_OUT (shoprace);
855 MAP_OUT (darkness); 741
856 MAP_OUT (width); 742 MAP_OUT (width);
857 MAP_OUT (height); 743 MAP_OUT (height);
858 MAP_OUT (enter_x); 744 MAP_OUT (enter_x);
859 MAP_OUT (enter_y); 745 MAP_OUT (enter_y);
860 746 MAP_OUT (darkness);
861 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
862 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
863
864 MAP_OUT (outdoor); 747 MAP_OUT (outdoor);
865 MAP_OUT (temp); 748
866 MAP_OUT (pressure); 749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
867 MAP_OUT (humid); 750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
868 MAP_OUT (windspeed);
869 MAP_OUT (winddir);
870 MAP_OUT (sky);
871 751
872 MAP_OUT (per_player); 752 MAP_OUT (per_player);
873 MAP_OUT (per_party); 753 MAP_OUT (per_party);
874 754
875 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]);
876 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]);
877 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]);
878 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]);
879 759
880 freezer.put (this); 760 freezer.put (this);
881 freezer.put (KW_end); 761 freezer.put (KW(end));
882 762
883 return true; 763 return true;
884} 764}
885 765
886bool 766bool
892 return false; 772 return false;
893 773
894 return freezer.save (path); 774 return freezer.save (path);
895} 775}
896 776
777//+GPL
778
897/* 779/*
898 * Remove and free all objects in the given map. 780 * Remove and free all objects in the given map.
899 */ 781 */
900void 782void
901maptile::clear () 783maptile::clear ()
902{ 784{
903 sfree (regions, size ()), regions = 0;
904 free (regionmap), regionmap = 0;
905
906 if (spaces) 785 if (spaces)
907 { 786 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 787 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 788 while (object *op = ms->bot)
910 { 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
796 object *head = op->head_ ();
911 if (op->head) 797 if (op == head)
912 op = op->head;
913
914 op->destroy_inv (false);
915 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 }
916 } 804 }
917 805
918 sfree (spaces, size ()), spaces = 0; 806 sfree0 (spaces, size ());
919 } 807 }
920 808
921 if (buttons) 809 if (buttons)
922 free_objectlinkpt (buttons), buttons = 0; 810 free_objectlinkpt (buttons), buttons = 0;
811
812 sfree0 (regions, size ());
813 delete [] regionmap; regionmap = 0;
923} 814}
924 815
925void 816void
926maptile::clear_header () 817maptile::clear_header ()
927{ 818{
959 attachable::do_destroy (); 850 attachable::do_destroy ();
960 851
961 clear (); 852 clear ();
962} 853}
963 854
964/* 855/* decay and destroy perishable items in a map */
965 * Updates every button on the map (by calling update_button() for them). 856// TODO: should be done regularly, not on map load?
966 */
967void 857void
968maptile::update_buttons () 858maptile::do_decay_objects ()
969{ 859{
970 for (oblinkpt *obp = buttons; obp; obp = obp->next) 860 if (!spaces)
971 for (objectlink *ol = obp->link; ol; ol = ol->next) 861 return;
862
863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above)
972 { 865 {
973 if (!ol->ob) 866 above = op->above;
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
872 bool destroy = 0;
873
874 if (op->flag [FLAG_IS_FLOOR]
875 || op->flag [FLAG_OBJ_ORIGINAL]
876 || op->flag [FLAG_UNIQUE]
877 || op->flag [FLAG_OVERLAY_FLOOR]
878 || op->flag [FLAG_UNPAID]
879 || op->is_alive ())
880 ; // do not decay
881 else if (op->is_weapon ())
974 { 882 {
975 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 883 op->stats.dam--;
976 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 884 if (op->stats.dam < 0)
977 continue; 885 destroy = 1;
978 } 886 }
979 887 else if (op->is_armor ())
980 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
981 { 888 {
982 update_button (ol->ob); 889 op->stats.ac--;
983 break; 890 if (op->stats.ac < 0)
891 destroy = 1;
984 } 892 }
893 else if (op->type == FOOD)
894 {
895 op->stats.food -= rndm (5, 20);
896 if (op->stats.food < 0)
897 destroy = 1;
898 }
899 else
900 {
901 int mat = op->materials;
902
903 if (mat & M_PAPER
904 || mat & M_LEATHER
905 || mat & M_WOOD
906 || mat & M_ORGANIC
907 || mat & M_CLOTH
908 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 //|| (mat & M_ICE && temp > 32)
914 )
915 destroy = 1;
916 }
917
918 /* adjust overall chance below */
919 if (destroy && rndm (0, 1))
920 op->destroy ();
985 } 921 }
986} 922}
987 923
988/* 924/*
989 * 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.
990 * difficulty does not have a lot to do with character level, 926 * difficulty does not have a lot to do with character level,
991 * 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.
992 * 928 *
993 * 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
994 * 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
995 * have a difficulty set than using this function - human calculation 931 * have a difficulty set rather than using this function - human calculation
996 * is much better than this functions guesswork. 932 * is much better than this function's guesswork.
997 */ 933 */
998int 934int
999maptile::estimate_difficulty () const 935maptile::estimate_difficulty () const
1000{ 936{
1001 long monster_cnt = 0; 937 long monster_cnt = 0;
1003 sint64 total_exp = 0; 939 sint64 total_exp = 0;
1004 940
1005 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1006 for (object *op = ms->bot; op; op = op->above) 942 for (object *op = ms->bot; op; op = op->above)
1007 { 943 {
1008 if (QUERY_FLAG (op, FLAG_MONSTER)) 944 if (op->flag [FLAG_MONSTER])
1009 { 945 {
1010 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
1011 monster_cnt++; 947 monster_cnt++;
1012 } 948 }
1013 949
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 950 if (op->flag [FLAG_GENERATOR])
1015 { 951 {
1016 total_exp += op->stats.exp; 952 total_exp += op->stats.exp;
1017 953
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 954 if (archetype *at = op->other_arch)
955 {
1019 total_exp += at->clone.stats.exp * 8; 956 total_exp += at->stats.exp * 8;
1020
1021 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 }
1022 } 965 }
1023 } 966 }
1024 967
1025 avgexp = (double) total_exp / monster_cnt; 968 avgexp = (double) total_exp / monster_cnt;
1026 969
1039 * postive values make it darker, negative make it brighter 982 * postive values make it darker, negative make it brighter
1040 */ 983 */
1041int 984int
1042maptile::change_map_light (int change) 985maptile::change_map_light (int change)
1043{ 986{
1044 int new_level = darkness + change;
1045
1046 /* Nothing to do */ 987 /* Nothing to do */
1047 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 988 if (!change)
1048 return 0; 989 return 0;
1049 990
1050 /* inform all players on the map */ 991 /* inform all players on the map */
1051 if (change > 0) 992 if (change > 0)
1052 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 993 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1053 else 994 else
1054 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 995 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1055 996
1056 /* Do extra checking. since darkness is a unsigned value, 997 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1057 * we need to be extra careful about negative values.
1058 * In general, the checks below are only needed if change
1059 * is not +/-1
1060 */
1061 if (new_level < 0)
1062 darkness = 0;
1063 else if (new_level >= MAX_DARKNESS)
1064 darkness = MAX_DARKNESS;
1065 else
1066 darkness = new_level;
1067 998
1068 /* All clients need to get re-updated for the change */ 999 /* All clients need to get re-updated for the change */
1069 update_all_map_los (this); 1000 update_all_map_los (this);
1001
1070 return 1; 1002 return 1;
1071} 1003}
1072 1004
1073/* 1005/*
1074 * This function updates various attributes about a specific space 1006 * This function updates various attributes about a specific space
1077 * through, etc) 1009 * through, etc)
1078 */ 1010 */
1079void 1011void
1080mapspace::update_ () 1012mapspace::update_ ()
1081{ 1013{
1082 object *tmp, *last = 0; 1014 object *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1015 uint8 flags = P_UPTODATE;
1084 facetile *top, *floor, *middle; 1016 sint8 light = 0;
1085 object *top_obj, *floor_obj, *middle_obj;
1086 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;
1087 1022
1088 middle = blank_face; 1023 //object *middle = 0;
1089 top = blank_face; 1024 //object *top = 0;
1090 floor = blank_face; 1025 //object *floor = 0;
1026 // this seems to generate better code than using locals, above
1027 object *&top = faces_obj[0] = 0;
1028 object *&middle = faces_obj[1] = 0;
1029 object *&floor = faces_obj[2] = 0;
1091 1030
1092 middle_obj = 0; 1031 object::flags_t allflags; // all flags of all objects or'ed together
1093 top_obj = 0;
1094 floor_obj = 0;
1095 1032
1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1097 { 1034 {
1098 /* This could be made additive I guess (two lights better than 1035 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1099 * one). But if so, it shouldn't be a simple additive - 2
1100 * light bulbs do not illuminate twice as far as once since
1101 * it is a dissapation factor that is cubed.
1102 */
1103 if (tmp->glow_radius > light)
1104 light = tmp->glow_radius; 1036 light += tmp->glow_radius;
1105 1037
1106 /* This call is needed in order to update objects the player 1038 /* This call is needed in order to update objects the player
1107 * is standing in that have animations (ie, grass, fire, etc). 1039 * is standing in that have animations (ie, grass, fire, etc).
1108 * However, it also causes the look window to be re-drawn 1040 * However, it also causes the look window to be re-drawn
1109 * 3 times each time the player moves, because many of the 1041 * 3 times each time the player moves, because many of the
1110 * functions the move_player calls eventualy call this. 1042 * functions the move_player calls eventualy call this.
1111 * 1043 *
1112 * Always put the player down for drawing. 1044 * Always put the player down for drawing.
1113 */ 1045 */
1114 if (!tmp->invisible) 1046 if (expect_true (!tmp->invisible))
1115 { 1047 {
1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1117 {
1118 top = tmp->face;
1119 top_obj = tmp; 1049 top = tmp;
1120 } 1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1121 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1122 { 1051 {
1123 /* 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,
1124 * so should not be visible, so we clear them. 1053 * so should not be visible, so we clear them.
1125 */ 1054 */
1126 middle = blank_face; 1055 middle = 0;
1127 top = blank_face; 1056 top = 0;
1128 floor = tmp->face;
1129 floor_obj = tmp; 1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1130 } 1060 }
1131 /* Flag anywhere have high priority */ 1061 else
1132 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1133 { 1062 {
1134 middle = tmp->face; 1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1135 1068
1136 middle_obj = tmp; 1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1137 anywhere = 1; 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;
1080 middle = tmp;
1081 }
1138 } 1082 }
1139 /* Find the highest visible face around. If equal
1140 * visibilities, we still want the one nearer to the
1141 * top
1142 */
1143 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1144 {
1145 middle = tmp->face;
1146 middle_obj = tmp;
1147 }
1148 }
1149
1150 if (tmp == tmp->above)
1151 {
1152 LOG (llevError, "Error in structure of map\n");
1153 exit (-1);
1154 } 1083 }
1155 1084
1156 move_slow |= tmp->move_slow; 1085 move_slow |= tmp->move_slow;
1157 move_block |= tmp->move_block; 1086 move_block |= tmp->move_block;
1158 move_on |= tmp->move_on; 1087 move_on |= tmp->move_on;
1159 move_off |= tmp->move_off; 1088 move_off |= tmp->move_off;
1160 move_allow |= tmp->move_allow; 1089 move_allow |= tmp->move_allow;
1161 1090
1162 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1091 allflags |= tmp->flag;
1163 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1092
1164 if (tmp->type == PLAYER) flags |= P_PLAYER; 1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1165 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1094 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1166 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1167 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1168 } 1095 }
1169 1096
1170 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);
1171 this->flags_ = flags; 1108 this->flags_ = flags;
1172 this->move_block = move_block & ~move_allow; 1109 this->move_block = move_block & ~move_allow;
1173 this->move_on = move_on; 1110 this->move_on = move_on;
1174 this->move_off = move_off; 1111 this->move_off = move_off;
1175 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
1176 1115
1177 /* 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),
1178 * 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
1179 * this point. 1118 * this point.
1180 * middle contains the highest visibility face. 1119 * middle contains the highest visibility face.
1187 * middle face. This should not happen, as we already have the 1126 * middle face. This should not happen, as we already have the
1188 * else statement above so middle should not get set. OTOH, it 1127 * else statement above so middle should not get set. OTOH, it
1189 * may be possible for the faces to match but be different objects. 1128 * may be possible for the faces to match but be different objects.
1190 */ 1129 */
1191 if (top == middle) 1130 if (top == middle)
1192 middle = blank_face; 1131 middle = 0;
1193 1132
1194 /* There are three posibilities at this point: 1133 /* There are three posibilities at this point:
1195 * 1) top face is set, need middle to be set. 1134 * 1) top face is set, need middle to be set.
1196 * 2) middle is set, need to set top. 1135 * 2) middle is set, need to set top.
1197 * 3) neither middle or top is set - need to set both. 1136 * 3) neither middle or top is set - need to set both.
1198 */ 1137 */
1199 1138
1200 for (tmp = last; tmp; tmp = tmp->below) 1139 for (object *tmp = last; tmp; tmp = tmp->below)
1201 { 1140 {
1202 /* 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 */
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1142 if (tmp->flag [FLAG_IS_FLOOR])
1204 break; 1143 break;
1205 1144
1206 /* If two top faces are already set, quit processing */ 1145 /* If two top faces are already set, quit processing */
1207 if ((top != blank_face) && (middle != blank_face)) 1146 if (top && middle)
1208 break; 1147 break;
1209 1148
1210 /* Only show visible faces */ 1149 /* Only show visible faces */
1211 if (!tmp->invisible) 1150 if (!tmp->invisible)
1212 { 1151 {
1213 /* Fill in top if needed */ 1152 /* Fill in top if needed */
1214 if (top == blank_face) 1153 if (!top)
1215 { 1154 {
1216 top = tmp->face;
1217 top_obj = tmp; 1155 top = tmp;
1218 if (top == middle) 1156 if (top == middle)
1219 middle = blank_face; 1157 middle = 0;
1220 } 1158 }
1221 else 1159 else
1222 { 1160 {
1223 /* top is already set - we should only get here if 1161 /* top is already set - we should only get here if
1224 * middle is not set 1162 * middle is not set
1225 * 1163 *
1226 * Set the middle face and break out, since there is nothing 1164 * Set the middle face and break out, since there is nothing
1227 * more to fill in. We don't check visiblity here, since 1165 * more to fill in. We don't check visiblity here, since
1228 * 1166 *
1229 */ 1167 */
1230 if (tmp->face != top) 1168 if (tmp != top)
1231 { 1169 {
1232 middle = tmp->face;
1233 middle_obj = tmp; 1170 middle = tmp;
1234 break; 1171 break;
1235 } 1172 }
1236 } 1173 }
1237 } 1174 }
1238 } 1175 }
1239 1176
1240 if (middle == floor) 1177 if (middle == floor)
1241 middle = blank_face; 1178 middle = 0;
1242 1179
1243 if (top == middle) 1180 if (top == middle)
1244 middle = blank_face; 1181 middle = 0;
1245 1182
1246 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1183#if 0
1247 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1184 faces_obj [0] = top;
1248 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1185 faces_obj [1] = middle;
1186 faces_obj [2] = floor;
1187#endif
1249} 1188}
1250 1189
1251uint64 1190maptile *
1252mapspace::volume () const 1191maptile::tile_available (int dir, bool load)
1253{ 1192{
1254 uint64 vol = 0; 1193 if (tile_path[dir])
1255
1256 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1257 vol += op->volume ();
1258
1259 return vol;
1260}
1261
1262/* this updates the orig_map->tile_map[tile_num] value after finding
1263 * the map. It also takes care of linking back the freshly found
1264 * maps tile_map values if it tiles back to this one. It returns
1265 * the value of orig_map->tile_map[tile_num].
1266 */
1267static inline maptile *
1268find_and_link (maptile *orig_map, int tile_num)
1269{
1270 maptile *mp = orig_map->tile_map [tile_num];
1271
1272 if (!mp)
1273 {
1274 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1275
1276 if (!mp)
1277 {
1278 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1279 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1280 &orig_map->tile_path[tile_num], &orig_map->path);
1281 mp = new maptile (1, 1);
1282 mp->alloc ();
1283 mp->in_memory = MAP_IN_MEMORY;
1284 }
1285 } 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1286 1197
1287 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 }
1288 1201
1289 orig_map->tile_map [tile_num] = mp;
1290
1291 // optimisation: back-link map to origin map if euclidean
1292 //TODO: non-euclidean maps MUST GO
1293 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1294 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1295
1296 return mp; 1202 return 0;
1297}
1298
1299static inline void
1300load_and_link (maptile *orig_map, int tile_num)
1301{
1302 find_and_link (orig_map, tile_num)->load_sync ();
1303} 1203}
1304 1204
1305/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1220 if (!m)
1321 return 0; 1221 return 0;
1322 1222
1323 if (x < 0) 1223 if (x < 0)
1324 { 1224 {
1325 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1326 return 1; 1226 return 1;
1327 1227
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 3);
1330
1331 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);
1332 } 1229 }
1333 1230
1334 if (x >= m->width) 1231 if (x >= m->width)
1335 { 1232 {
1336 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1337 return 1; 1234 return 1;
1338 1235
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 find_and_link (m, 1);
1341
1342 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);
1343 } 1237 }
1344 1238
1345 if (y < 0) 1239 if (y < 0)
1346 { 1240 {
1347 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1348 return 1; 1242 return 1;
1349 1243
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 0);
1352
1353 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);
1354 } 1245 }
1355 1246
1356 if (y >= m->height) 1247 if (y >= m->height)
1357 { 1248 {
1358 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1359 return 1; 1250 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 2);
1363 1251
1364 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);
1365 } 1253 }
1366 1254
1367 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1381maptile * 1269maptile *
1382maptile::xy_find (sint16 &x, sint16 &y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1271{
1384 if (x < 0) 1272 if (x < 0)
1385 { 1273 {
1386 if (!tile_path[3]) 1274 if (!tile_available (3))
1387 return 0; 1275 return 0;
1388 1276
1389 find_and_link (this, 3);
1390 x += tile_map[3]->width; 1277 x += tile_map[3]->width;
1391 return tile_map[3]->xy_find (x, y); 1278 return tile_map[3]->xy_find (x, y);
1392 } 1279 }
1393 1280
1394 if (x >= width) 1281 if (x >= width)
1395 { 1282 {
1396 if (!tile_path[1]) 1283 if (!tile_available (1))
1397 return 0; 1284 return 0;
1398 1285
1399 find_and_link (this, 1);
1400 x -= width; 1286 x -= width;
1401 return tile_map[1]->xy_find (x, y); 1287 return tile_map[1]->xy_find (x, y);
1402 } 1288 }
1403 1289
1404 if (y < 0) 1290 if (y < 0)
1405 { 1291 {
1406 if (!tile_path[0]) 1292 if (!tile_available (0))
1407 return 0; 1293 return 0;
1408 1294
1409 find_and_link (this, 0);
1410 y += tile_map[0]->height; 1295 y += tile_map[0]->height;
1411 return tile_map[0]->xy_find (x, y); 1296 return tile_map[0]->xy_find (x, y);
1412 } 1297 }
1413 1298
1414 if (y >= height) 1299 if (y >= height)
1415 { 1300 {
1416 if (!tile_path[2]) 1301 if (!tile_available (2))
1417 return 0; 1302 return 0;
1418 1303
1419 find_and_link (this, 2);
1420 y -= height; 1304 y -= height;
1421 return tile_map[2]->xy_find (x, y); 1305 return tile_map[2]->xy_find (x, y);
1422 } 1306 }
1423 1307
1424 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1430/** 1314/**
1431 * 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
1432 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
1433 */ 1317 */
1434int 1318int
1435adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1436{ 1320{
1437 if (!map1 || !map2) 1321 if (!map1 || !map2)
1438 return 0; 1322 return 0;
1439 1323
1440 //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
1441 //fix: compare paths instead (this is likely faster, too!) 1325 //fix: compare paths instead (this is likely faster, too!)
1442 if (map1 == map2) 1326 if (map1 == map2)
1443 { 1327 {
1444 *dx = 0; 1328 *dx = 0;
1445 *dy = 0; 1329 *dy = 0;
1446 } 1330 }
1447 else if (map1->tile_map[0] == map2) 1331 else if (map1->tile_available (0, false) == map2)
1448 { /* up */ 1332 { /* up */
1449 *dx = 0; 1333 *dx = 0;
1450 *dy = -map2->height; 1334 *dy = -map2->height;
1451 } 1335 }
1452 else if (map1->tile_map[1] == map2) 1336 else if (map1->tile_available (1, false) == map2)
1453 { /* right */ 1337 { /* right */
1454 *dx = map1->width; 1338 *dx = map1->width;
1455 *dy = 0; 1339 *dy = 0;
1456 } 1340 }
1457 else if (map1->tile_map[2] == map2) 1341 else if (map1->tile_available (2, false) == map2)
1458 { /* down */ 1342 { /* down */
1459 *dx = 0; 1343 *dx = 0;
1460 *dy = map1->height; 1344 *dy = map1->height;
1461 } 1345 }
1462 else if (map1->tile_map[3] == map2) 1346 else if (map1->tile_available (3, false) == map2)
1463 { /* left */ 1347 { /* left */
1464 *dx = -map2->width; 1348 *dx = -map2->width;
1465 *dy = 0; 1349 *dy = 0;
1466 } 1350 }
1467 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)
1468 { /* up right */ 1352 { /* up right */
1469 *dx = map1->tile_map[0]->width; 1353 *dx = map1->tile_map[0]->width;
1470 *dy = -map1->tile_map[0]->height; 1354 *dy = -map1->tile_map[0]->height;
1471 } 1355 }
1472 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)
1473 { /* up left */ 1357 { /* up left */
1474 *dx = -map2->width; 1358 *dx = -map2->width;
1475 *dy = -map1->tile_map[0]->height; 1359 *dy = -map1->tile_map[0]->height;
1476 } 1360 }
1477 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)
1478 { /* right up */ 1362 { /* right up */
1479 *dx = map1->width; 1363 *dx = map1->width;
1480 *dy = -map2->height; 1364 *dy = -map2->height;
1481 } 1365 }
1482 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)
1483 { /* right down */ 1367 { /* right down */
1484 *dx = map1->width; 1368 *dx = map1->width;
1485 *dy = map1->tile_map[1]->height; 1369 *dy = map1->tile_map[1]->height;
1486 } 1370 }
1487 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)
1488 { /* down right */ 1372 { /* down right */
1489 *dx = map1->tile_map[2]->width; 1373 *dx = map1->tile_map[2]->width;
1490 *dy = map1->height; 1374 *dy = map1->height;
1491 } 1375 }
1492 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)
1493 { /* down left */ 1377 { /* down left */
1494 *dx = -map2->width; 1378 *dx = -map2->width;
1495 *dy = map1->height; 1379 *dy = map1->height;
1496 } 1380 }
1497 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)
1498 { /* left up */ 1382 { /* left up */
1499 *dx = -map1->tile_map[3]->width; 1383 *dx = -map1->tile_map[3]->width;
1500 *dy = -map2->height; 1384 *dy = -map2->height;
1501 } 1385 }
1502 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)
1503 { /* left down */ 1387 { /* left down */
1504 *dx = -map1->tile_map[3]->width; 1388 *dx = -map1->tile_map[3]->width;
1505 *dy = map1->tile_map[3]->height; 1389 *dy = map1->tile_map[3]->height;
1506 } 1390 }
1507 else 1391 else
1546 * 1430 *
1547 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
1548 * closest body part of 'op1' 1432 * closest body part of 'op1'
1549 */ 1433 */
1550void 1434void
1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1552{ 1436{
1553 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))
1554 { 1438 {
1555 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1556 retval->distance = 10000; 1440 retval->distance = 10000;
1557 retval->distance_x = 10000; 1441 retval->distance_x = 10000;
1558 retval->distance_y = 10000; 1442 retval->distance_y = 10000;
1559 retval->direction = 0; 1443 retval->direction = 0;
1560 retval->part = 0; 1444 retval->part = 0;
1561 } 1445 }
1562 else 1446 else
1563 { 1447 {
1564 object *best;
1565
1566 retval->distance_x += op2->x - op1->x; 1448 retval->distance_x += op2->x - op1->x;
1567 retval->distance_y += op2->y - op1->y; 1449 retval->distance_y += op2->y - op1->y;
1568 1450
1569 best = op1; 1451 object *best = op1;
1452
1570 /* If this is multipart, find the closest part now */ 1453 /* If this is multipart, find the closest part now */
1571 if (!(flags & 0x1) && op1->more) 1454 if (!(flags & 1) && op1->more)
1572 { 1455 {
1573 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);
1574 1457
1575 /* 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
1576 * distance instead of doing all that work above again 1459 * distance instead of doing all that work above again
1577 * since the distance fields we set above are positive in the 1460 * since the distance fields we set above are positive in the
1578 * same axis as is used for multipart objects, the simply arithmetic 1461 * same axis as is used for multipart objects, the simply arithmetic
1579 * below works. 1462 * below works.
1580 */ 1463 */
1581 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1582 { 1465 {
1583 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);
1584 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1467
1585 if (tmpi < best_distance) 1468 if (tmpi < best_distance)
1586 { 1469 {
1587 best_distance = tmpi; 1470 best_distance = tmpi;
1588 best = tmp; 1471 best = tmp;
1589 } 1472 }
1590 } 1473 }
1591 1474
1592 if (best != op1) 1475 if (best != op1)
1593 { 1476 {
1594 retval->distance_x += op1->x - best->x; 1477 retval->distance_x += op1->x - best->x;
1595 retval->distance_y += op1->y - best->y; 1478 retval->distance_y += op1->y - best->y;
1596 } 1479 }
1597 } 1480 }
1598 1481
1599 retval->part = best; 1482 retval->part = best;
1600 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));
1601 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1602 } 1485 }
1603} 1486}
1604 1487
1605/* 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
1606 * the first parameter being an object, it instead is the map 1489 * the first parameter being an object, it instead is the map
1611 * 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
1612 * 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
1613 * field of the rv_vector is set to NULL. 1496 * field of the rv_vector is set to NULL.
1614 */ 1497 */
1615void 1498void
1616get_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)
1617{ 1500{
1618 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))
1619 { 1502 {
1620 /* be conservative and fill in _some_ data */ 1503 /* be conservative and fill in _some_ data */
1621 retval->distance = 100000; 1504 retval->distance = 100000;
1622 retval->distance_x = 32767; 1505 retval->distance_x = 32767;
1623 retval->distance_y = 32767; 1506 retval->distance_y = 32767;
1624 retval->direction = 0; 1507 retval->direction = 0;
1625 retval->part = 0; 1508 retval->part = 0;
1626 } 1509 }
1627 else 1510 else
1628 { 1511 {
1629 retval->distance_x += op2->x - x; 1512 retval->distance_x += op2->x - x;
1630 retval->distance_y += op2->y - y; 1513 retval->distance_y += op2->y - y;
1631 1514
1632 retval->part = NULL; 1515 retval->part = 0;
1633 retval->distance = idistance (retval->distance_x, retval->distance_y); 1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1635 } 1518 }
1636} 1519}
1637 1520
1638/* 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
1639 * (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
1649 int dx, dy; 1532 int dx, dy;
1650 1533
1651 return adjacent_map (op1->map, op2->map, &dx, &dy); 1534 return adjacent_map (op1->map, op2->map, &dx, &dy);
1652} 1535}
1653 1536
1537//-GPL
1538
1654object * 1539object *
1655maptile::insert (object *op, int x, int y, object *originator, int flags) 1540maptile::insert (object *op, int x, int y, object *originator, int flags)
1656{ 1541{
1657 if (!op->flag [FLAG_REMOVED])
1658 op->remove ();
1659
1660 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);
1661} 1543}
1662 1544
1663region * 1545region *
1664maptile::region (int x, int y) const 1546maptile::region (int x, int y) const
1673 return default_region; 1555 return default_region;
1674 1556
1675 return ::region::default_region (); 1557 return ::region::default_region ();
1676} 1558}
1677 1559
1560//+GPL
1678 1561
1562/* picks a random object from a style map.
1563 */
1564object *
1565maptile::pick_random_object (rand_gen &gen) const
1566{
1567 /* while returning a null object will result in a crash, that
1568 * is actually preferable to an infinite loop. That is because
1569 * most servers will automatically restart in case of crash.
1570 * Change the logic on getting the random space - shouldn't make
1571 * any difference, but this seems clearer to me.
1572 */
1573 for (int i = 1000; --i;)
1574 {
1575 object *pick = at (gen (width), gen (height)).bot;
1576
1577 // must be head: do not prefer big monsters just because they are big.
1578 if (pick && pick->is_head ())
1579 return pick;
1580 }
1581
1582 // instead of crashing in the unlikely(?) case, try to return *something*
1583 return archetype::find (shstr_bug);
1584}
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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