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Comparing deliantra/server/common/map.C (file contents):
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC vs.
Revision 1.200 by root, Fri May 7 19:46:18 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
30#include "path.h" 28#include "path.h"
31 29
32/* 30//+GPL
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45 31
46/* 32sint8 maptile::outdoor_darkness;
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 33
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 72 * by the caller.
137 */ 73 */
138int 74int
139blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 76{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 78 * have already checked this.
146 */ 79 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 81 {
149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
150 return 1; 83 return 1;
151 } 84 }
152 85
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 87
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
159 90
160 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 93 * things we need to do for players.
163 */ 94 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
165 return 0; 96 return 0;
166 97
167 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
173 */ 104 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 106 return 0;
176 107
177 if (ob->head != NULL)
178 ob = ob->head; 108 ob = ob->head_ ();
179 109
180 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 116 {
187 117 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
198 return 1; 131 return 1;
199 else 132 }
200 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything
217 * movement, can't move here. 150
218 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 152 && tmp->type != DOOR
220 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1; 154 return 1;
226 } 155 }
227
228 } 156 }
157
229 return 0; 158 return 0;
230} 159}
231 160
232
233/* 161/*
234 * 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
235 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
239 * 167 *
240 * 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.
241 * 169 *
242 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
254 * 182 *
255 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
256 * 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
257 * against the move_block values. 185 * against the move_block values.
258 */ 186 */
259int 187bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
261{ 189{
262 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
276 193
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
278 { 195 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 196
281 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 198
283 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 200 return 1;
285 201
286 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
287 203 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 205 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 207 continue;
295 208
296 /* 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
297 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
298 */ 211 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
300 return P_NO_PASS; 213 return 1;
301 } 214 }
302 215
303 return 0; 216 return 0;
304} 217}
305 218
306/* When the map is loaded, load_object does not actually insert objects 219//-GPL
307 * into inventory, but just links them. What this does is go through
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312void
313fix_container (object *container)
314{
315 object *tmp = container->inv, *next;
316
317 container->inv = 0;
318 while (tmp)
319 {
320 next = tmp->below;
321 if (tmp->inv)
322 fix_container (tmp);
323
324 insert_ob_in_ob (tmp, container);
325 tmp = next;
326 }
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332}
333 220
334void 221void
335maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
336{ 223{
337 if (!spaces) 224 if (!spaces)
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
343} 230}
344 231
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
345/* 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
346 * 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
347 * 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
348 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 264 */
351void 265void
352maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
353{ 267{
354 if (!spaces) 268 if (!spaces)
355 return; 269 return;
356 270
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
359 { 275 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 278 {
374 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
375 281
376 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 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
391 } 289 }
290 else
291 op = op->above;
392 } 292 }
393
394 tmp = above;
395 } 293 }
396} 294}
295
296//-GPL
397 297
398/* 298/*
399 * 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
400 * file pointer. 300 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 301 */
403bool 302bool
404maptile::load_objects (object_thawer &thawer) 303maptile::_load_objects (object_thawer &f)
405{ 304{
406 int unique; 305 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 306 {
414 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 308
416 * or editor will not be able to do anything with it either. 309 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 310 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
421 continue; 346 continue;
422 }
423 347
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 348 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
437 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
438 break; 354 break;
439 } 355 }
440 356
441 op = object::create (); 357 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 358 }
462#endif
463 359
464 return true; 360 return true;
465} 361}
466 362
467void 363void
468maptile::activate () 364maptile::activate ()
469{ 365{
470 if (!spaces) 366 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 368 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 369 op->activate_recursive ();
476} 370}
477 371
478void 372void
479maptile::deactivate () 373maptile::deactivate ()
480{ 374{
481 if (!spaces) 375 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 378 op->deactivate_recursive ();
487} 379}
488 380
489bool 381bool
490maptile::save_objects (object_freezer &freezer, int flags) 382maptile::_save_objects (object_freezer &f, int flags)
491{ 383{
384 coroapi::cede_to_tick ();
385
492 if (flags & IO_HEADER) 386 if (flags & IO_HEADER)
493 save_header (freezer); 387 _save_header (f);
494 388
495 if (!spaces) 389 if (!spaces)
496 return false; 390 return false;
497 391
498 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
499 { 393 {
500 int unique = 0; 394 bool unique = 0;
395
501 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
502 { 397 {
503 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
504 unique = 1;
505 399
506 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
507 continue; 401 continue;
508 402
509 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
510 { 404 {
511 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 406 op->write (f);
513 } 407 }
514 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
515 save_object (freezer, op, 1); 409 op->write (f);
516 } 410 }
517 } 411 }
518 412
413 coroapi::cede_to_tick ();
414
519 return true; 415 return true;
520} 416}
521 417
522bool 418bool
523maptile::load_objects (const char *path, bool skip_header) 419maptile::_save_objects (const char *path, int flags)
524{ 420{
525 object_thawer thawer (path); 421 object_freezer freezer;
526 422
527 if (!thawer) 423 if (!_save_objects (freezer, flags))
528 return false; 424 return false;
529 425
530 if (skip_header)
531 for (;;)
532 {
533 keyword kw = thawer.get_kv ();
534
535 if (kw == KW_end)
536 break;
537
538 thawer.skip_kv (kw);
539 }
540
541 return load_objects (thawer);
542}
543
544bool
545maptile::save_objects (const char *path, int flags)
546{
547 object_freezer freezer;
548
549 if (!save_objects (freezer, flags))
550 return false;
551
552 return freezer.save (path); 426 return freezer.save (path);
553} 427}
554 428
555maptile::maptile () 429void
430maptile::init ()
556{ 431{
557 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
558 433
559 /* The maps used to pick up default x and y values from the 434 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
561 */ 436 */
562 width = 16; 437 width = 16;
563 height = 16; 438 height = 16;
439 timeout = 300;
440 max_items = MAX_ITEM_PER_ACTION;
441 max_volume = 2000000; // 2m³
564 reset_timeout = 0; 442 reset_timeout = 0;
565 timeout = 300;
566 enter_x = 0; 443 enter_x = 0;
567 enter_y = 0; 444 enter_y = 0;
568} 445}
569 446
447maptile::maptile ()
448{
449 init ();
450}
451
570maptile::maptile (int w, int h) 452maptile::maptile (int w, int h)
571{ 453{
572 in_memory = MAP_SWAPPED; 454 init ();
573 455
574 width = w; 456 width = w;
575 height = h; 457 height = h;
576 reset_timeout = 0;
577 timeout = 300;
578 enter_x = 0;
579 enter_y = 0;
580 458
581 alloc (); 459 alloc ();
582} 460}
583 461
584/* 462/*
592 if (spaces) 470 if (spaces)
593 return; 471 return;
594 472
595 spaces = salloc0<mapspace> (size ()); 473 spaces = salloc0<mapspace> (size ());
596} 474}
475
476//+GPL
597 477
598/* Takes a string from a map definition and outputs a pointer to the array of shopitems 478/* Takes a string from a map definition and outputs a pointer to the array of shopitems
599 * corresponding to that string. Memory is allocated for this, it must be freed 479 * corresponding to that string. Memory is allocated for this, it must be freed
600 * at a later date. 480 * at a later date.
601 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
678 return items; 558 return items;
679} 559}
680 560
681/* opposite of parse string, this puts the string that was originally fed in to 561/* opposite of parse string, this puts the string that was originally fed in to
682 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
683static void 563static const char *
684print_shop_string (maptile *m, char *output_string) 564print_shop_string (maptile *m)
685{ 565{
686 int i; 566 static dynbuf_text buf; buf.clear ();
687 char tmp[MAX_BUF]; 567 bool first = true;
688 568
689 strcpy (output_string, "");
690 for (i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
691 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
692 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
693 { 577 {
694 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
695 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 579 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
696 else 580 else
697 sprintf (tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
698 } 582 }
699 else 583 else
700 { 584 {
701 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
702 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
703 else 587 else
704 sprintf (tmp, "*"); 588 buf.printf ("*");
705 } 589 }
706
707 strcat (output_string, tmp);
708 } 590 }
591
592 return buf;
709} 593}
594
595//-GPL
710 596
711/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
712 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
713 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
714 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
718 * This could be done in lex (like the object loader), but I think 604 * This could be done in lex (like the object loader), but I think
719 * currently, there are few enough fields this is not a big deal. 605 * currently, there are few enough fields this is not a big deal.
720 * MSW 2001-07-01 606 * MSW 2001-07-01
721 */ 607 */
722bool 608bool
723maptile::load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
724{ 610{
725 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
726 int msgpos = 0;
727 int maplorepos = 0;
728
729 for (;;) 611 for (;;)
730 { 612 {
731 keyword kw = thawer.get_kv ();
732
733 switch (kw) 613 switch (thawer.kw)
734 { 614 {
735 case KW_EOF:
736 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
737 return false;
738
739 case KW_end:
740 return true;
741
742 case KW_msg: 615 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
744 break; 617 break;
745 618
746 case KW_lore: // CF+ extension 619 case KW_lore: // CF+ extension
768 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
769 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
770 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
771 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
772 case KW_outdoor: thawer.get (outdoor); break; 645 case KW_outdoor: thawer.get (outdoor); break;
773 case KW_temp: thawer.get (temp); break;
774 case KW_pressure: thawer.get (pressure); break;
775 case KW_humid: thawer.get (humid); break;
776 case KW_windspeed: thawer.get (windspeed); break;
777 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break;
779 646
780 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 648 case KW_per_party: thawer.get (per_party); break;
649 case KW_no_reset: thawer.get (no_reset); break;
650 case KW_no_drop: thawer.get (no_drop); break;
782 651
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 654
786 // old names new names 655 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 656 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 657 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 670
671 case KW_ERROR:
672 set_key_text (thawer.kw_str, thawer.value);
673 break;
674
675 case KW_end:
676 thawer.next ();
677 return true;
678
802 default: 679 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 680 if (!thawer.parse_error ("map"))
681 return false;
804 break; 682 break;
805 } 683 }
684
685 thawer.next ();
806 } 686 }
807 687
808 abort (); 688 abort ();
809} 689}
810 690
811bool 691//+GPL
812maptile::load_header (const char *path)
813{
814 object_thawer thawer (path);
815
816 if (!thawer)
817 return false;
818
819 return load_header (thawer);
820}
821 692
822/****************************************************************************** 693/******************************************************************************
823 * This is the start of unique map handling code 694 * This is the start of unique map handling code
824 *****************************************************************************/ 695 *****************************************************************************/
825 696
832 int unique = 0; 703 int unique = 0;
833 for (object *op = spaces [i].bot; op; ) 704 for (object *op = spaces [i].bot; op; )
834 { 705 {
835 object *above = op->above; 706 object *above = op->above;
836 707
837 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
838 unique = 1; 709 unique = 1;
839 710
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
841 {
842 op->destroy_inv (false);
843 op->destroy (); 712 op->destroy ();
844 }
845 713
846 op = above; 714 op = above;
847 } 715 }
848 } 716 }
849} 717}
850 718
719//-GPL
720
851bool 721bool
852maptile::save_header (object_freezer &freezer) 722maptile::_save_header (object_freezer &freezer)
853{ 723{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 724#define MAP_OUT(k) freezer.put (KW(k), k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 725#define MAP_OUT2(k,v) freezer.put (KW(k), v)
856 726
857 MAP_OUT2 (arch, "map"); 727 MAP_OUT2 (arch, CS(map));
858 728
859 if (name) MAP_OUT (name); 729 if (name) MAP_OUT (name);
860 MAP_OUT (swap_time); 730 MAP_OUT (swap_time);
861 MAP_OUT (reset_time); 731 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 732 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 733 MAP_OUT (fixed_resettime);
734 MAP_OUT (no_reset);
735 MAP_OUT (no_drop);
864 MAP_OUT (difficulty); 736 MAP_OUT (difficulty);
865
866 if (region) MAP_OUT2 (region, region->name); 737 if (default_region) MAP_OUT2 (region, default_region->name);
867 738
868 if (shopitems) 739 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
869 {
870 char shop[MAX_BUF];
871 print_shop_string (this, shop);
872 MAP_OUT2 (shopitems, shop);
873 }
874
875 MAP_OUT (shopgreed); 740 MAP_OUT (shopgreed);
876 MAP_OUT (shopmin); 741 MAP_OUT (shopmin);
877 MAP_OUT (shopmax); 742 MAP_OUT (shopmax);
878 if (shoprace) MAP_OUT (shoprace); 743 if (shoprace) MAP_OUT (shoprace);
879 MAP_OUT (darkness); 744
880 MAP_OUT (width); 745 MAP_OUT (width);
881 MAP_OUT (height); 746 MAP_OUT (height);
882 MAP_OUT (enter_x); 747 MAP_OUT (enter_x);
883 MAP_OUT (enter_y); 748 MAP_OUT (enter_y);
884 749 MAP_OUT (darkness);
885 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
886 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
887
888 MAP_OUT (outdoor); 750 MAP_OUT (outdoor);
889 MAP_OUT (temp); 751
890 MAP_OUT (pressure); 752 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
891 MAP_OUT (humid); 753 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
892 MAP_OUT (windspeed);
893 MAP_OUT (winddir);
894 MAP_OUT (sky);
895 754
896 MAP_OUT (per_player); 755 MAP_OUT (per_player);
897 MAP_OUT (per_party); 756 MAP_OUT (per_party);
898 757
899 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 758 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
900 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 759 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
901 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 760 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
902 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 761 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
903 762
904 freezer.put (this); 763 freezer.put (this);
905 freezer.put (KW_end); 764 freezer.put (KW(end));
906 765
907 return true; 766 return true;
908} 767}
909 768
910bool 769bool
911maptile::save_header (const char *path) 770maptile::_save_header (const char *path)
912{ 771{
913 object_freezer freezer; 772 object_freezer freezer;
914 773
915 if (!save_header (freezer)) 774 if (!_save_header (freezer))
916 return false; 775 return false;
917 776
918 return freezer.save (path); 777 return freezer.save (path);
919} 778}
779
780//+GPL
920 781
921/* 782/*
922 * Remove and free all objects in the given map. 783 * Remove and free all objects in the given map.
923 */ 784 */
924void 785void
925maptile::clear () 786maptile::clear ()
926{ 787{
927 if (!spaces) 788 if (spaces)
928 return; 789 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 790 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 791 while (object *op = ms->bot)
932 { 792 {
793 // manually remove, as to not trigger anything
794 if (ms->bot = op->above)
795 ms->bot->below = 0;
796
797 op->flag [FLAG_REMOVED] = true;
798
799 object *head = op->head_ ();
933 if (op->head) 800 if (op == head)
934 op = op->head;
935
936 op->destroy_inv (false);
937 op->destroy (); 801 op->destroy ();
802 else if (head->map != op->map)
803 {
804 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
805 head->destroy ();
806 }
807 }
808
809 sfree0 (spaces, size ());
938 } 810 }
939
940 sfree (spaces, size ()), spaces = 0;
941 811
942 if (buttons) 812 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 813 free_objectlinkpt (buttons), buttons = 0;
814
815 sfree0 (regions, size ());
816 delete [] regionmap; regionmap = 0;
944} 817}
945 818
946void 819void
947maptile::clear_header () 820maptile::clear_header ()
948{ 821{
980 attachable::do_destroy (); 853 attachable::do_destroy ();
981 854
982 clear (); 855 clear ();
983} 856}
984 857
985/* 858/* decay and destroy perishable items in a map */
986 * Updates every button on the map (by calling update_button() for them). 859// TODO: should be done regularly, not on map load?
987 */
988void 860void
989maptile::update_buttons () 861maptile::do_decay_objects ()
990{ 862{
991 for (oblinkpt *obp = buttons; obp; obp = obp->next) 863 if (!spaces)
992 for (objectlink *ol = obp->link; ol; ol = ol->next) 864 return;
865
866 for (mapspace *ms = spaces + size (); ms-- > spaces; )
867 for (object *above, *op = ms->bot; op; op = above)
993 { 868 {
994 if (!ol->ob) 869 above = op->above;
870
871 // do not decay anything above unique floor tiles (yet :)
872 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
873 break;
874
875 bool destroy = 0;
876
877 if (op->flag [FLAG_IS_FLOOR]
878 || op->flag [FLAG_OBJ_ORIGINAL]
879 || op->flag [FLAG_UNIQUE]
880 || op->flag [FLAG_OVERLAY_FLOOR]
881 || op->flag [FLAG_UNPAID]
882 || op->is_alive ())
883 ; // do not decay
884 else if (op->is_weapon ())
995 { 885 {
996 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 886 op->stats.dam--;
997 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 887 if (op->stats.dam < 0)
998 continue; 888 destroy = 1;
999 } 889 }
1000 890 else if (op->is_armor ())
1001 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1002 { 891 {
1003 update_button (ol->ob); 892 op->stats.ac--;
1004 break; 893 if (op->stats.ac < 0)
894 destroy = 1;
1005 } 895 }
896 else if (op->type == FOOD)
897 {
898 op->stats.food -= rndm (5, 20);
899 if (op->stats.food < 0)
900 destroy = 1;
901 }
902 else
903 {
904 int mat = op->materials;
905
906 if (mat & M_PAPER
907 || mat & M_LEATHER
908 || mat & M_WOOD
909 || mat & M_ORGANIC
910 || mat & M_CLOTH
911 || mat & M_LIQUID
912 || (mat & M_IRON && rndm (1, 5) == 1)
913 || (mat & M_GLASS && rndm (1, 2) == 1)
914 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
915 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
916 //|| (mat & M_ICE && temp > 32)
917 )
918 destroy = 1;
919 }
920
921 /* adjust overall chance below */
922 if (destroy && rndm (0, 1))
923 op->destroy ();
1006 } 924 }
1007} 925}
1008 926
1009/* 927/*
1010 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
1011 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
1012 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
1013 * 931 *
1014 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
1015 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
1016 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
1017 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
1018 */ 936 */
1019int 937int
1020maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
1021{ 939{
1022 long monster_cnt = 0; 940 long monster_cnt = 0;
1024 sint64 total_exp = 0; 942 sint64 total_exp = 0;
1025 943
1026 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1027 for (object *op = ms->bot; op; op = op->above) 945 for (object *op = ms->bot; op; op = op->above)
1028 { 946 {
1029 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (op->flag [FLAG_MONSTER])
1030 { 948 {
1031 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
1032 monster_cnt++; 950 monster_cnt++;
1033 } 951 }
1034 952
1035 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (op->flag [FLAG_GENERATOR])
1036 { 954 {
1037 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1038 956
1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 957 if (archetype *at = op->other_arch)
958 {
1040 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1041
1042 monster_cnt++; 960 monster_cnt++;
961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
1043 } 968 }
1044 } 969 }
1045 970
1046 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1047 972
1060 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1061 */ 986 */
1062int 987int
1063maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1064{ 989{
1065 int new_level = darkness + change;
1066
1067 /* Nothing to do */ 990 /* Nothing to do */
1068 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1069 return 0; 992 return 0;
1070 993
1071 /* inform all players on the map */ 994 /* inform all players on the map */
1072 if (change > 0) 995 if (change > 0)
1073 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1074 else 997 else
1075 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1076 999
1077 /* Do extra checking. since darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1078 * we need to be extra careful about negative values.
1079 * In general, the checks below are only needed if change
1080 * is not +/-1
1081 */
1082 if (new_level < 0)
1083 darkness = 0;
1084 else if (new_level >= MAX_DARKNESS)
1085 darkness = MAX_DARKNESS;
1086 else
1087 darkness = new_level;
1088 1001
1089 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1090 update_all_map_los (this); 1003 update_all_map_los (this);
1004
1091 return 1; 1005 return 1;
1092} 1006}
1093 1007
1094/* 1008/*
1095 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1098 * through, etc) 1012 * through, etc)
1099 */ 1013 */
1100void 1014void
1101mapspace::update_ () 1015mapspace::update_ ()
1102{ 1016{
1103 object *tmp, *last = 0; 1017 object *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1105 New_Face *top, *floor, *middle; 1019 sint8 light = 0;
1106 object *top_obj, *floor_obj, *middle_obj;
1107 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1108 1025
1109 middle = blank_face; 1026 //object *middle = 0;
1110 top = blank_face; 1027 //object *top = 0;
1111 floor = blank_face; 1028 //object *floor = 0;
1029 // this seems to generate better code than using locals, above
1030 object *&top = faces_obj[0] = 0;
1031 object *&middle = faces_obj[1] = 0;
1032 object *&floor = faces_obj[2] = 0;
1112 1033
1113 middle_obj = 0; 1034 object::flags_t allflags; // all flags of all objects or'ed together
1114 top_obj = 0;
1115 floor_obj = 0;
1116 1035
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1037 {
1119 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1120 * one). But if so, it shouldn't be a simple additive - 2
1121 * light bulbs do not illuminate twice as far as once since
1122 * it is a dissapation factor that is cubed.
1123 */
1124 if (tmp->glow_radius > light)
1125 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1126 1040
1127 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1128 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1129 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1130 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1131 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1132 * 1046 *
1133 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1134 */ 1048 */
1135 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1136 { 1050 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1052 top = tmp;
1141 } 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1054 {
1144 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1146 */ 1057 */
1147 middle = blank_face; 1058 middle = 0;
1148 top = blank_face; 1059 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1151 } 1063 }
1152 /* Flag anywhere have high priority */ 1064 else
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1065 {
1155 middle = tmp->face; 1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1156 1071
1157 middle_obj = tmp; 1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1158 anywhere = 1; 1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1083 middle = tmp;
1084 }
1159 } 1085 }
1160 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the
1162 * top
1163 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp;
1168 }
1169 }
1170
1171 if (tmp == tmp->above)
1172 {
1173 LOG (llevError, "Error in structure of map\n");
1174 exit (-1);
1175 } 1086 }
1176 1087
1177 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1178 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1179 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1180 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1181 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1182 1093
1183 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1184 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1185 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1186 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1187 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1188 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1189 } 1098 }
1190 1099
1191 this->light = light; 1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1192 this->flags_ = flags; 1111 this->flags_ = flags;
1193 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1194 this->move_on = move_on; 1113 this->move_on = move_on;
1195 this->move_off = move_off; 1114 this->move_off = move_off;
1196 this->move_slow = move_slow; 1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1197 1118
1198 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
1199 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
1200 * this point. 1121 * this point.
1201 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1208 * middle face. This should not happen, as we already have the 1129 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1130 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1131 * may be possible for the faces to match but be different objects.
1211 */ 1132 */
1212 if (top == middle) 1133 if (top == middle)
1213 middle = blank_face; 1134 middle = 0;
1214 1135
1215 /* There are three posibilities at this point: 1136 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1219 */ 1140 */
1220 1141
1221 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1222 { 1143 {
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (tmp->flag [FLAG_IS_FLOOR])
1225 break; 1146 break;
1226 1147
1227 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1149 if (top && middle)
1229 break; 1150 break;
1230 1151
1231 /* Only show visible faces, unless its the editor - show all */ 1152 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1153 if (!tmp->invisible)
1233 { 1154 {
1234 /* Fill in top if needed */ 1155 /* Fill in top if needed */
1235 if (top == blank_face) 1156 if (!top)
1236 { 1157 {
1237 top = tmp->face;
1238 top_obj = tmp; 1158 top = tmp;
1239 if (top == middle) 1159 if (top == middle)
1240 middle = blank_face; 1160 middle = 0;
1241 } 1161 }
1242 else 1162 else
1243 { 1163 {
1244 /* top is already set - we should only get here if 1164 /* top is already set - we should only get here if
1245 * middle is not set 1165 * middle is not set
1246 * 1166 *
1247 * Set the middle face and break out, since there is nothing 1167 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1168 * more to fill in. We don't check visiblity here, since
1249 * 1169 *
1250 */ 1170 */
1251 if (tmp->face != top) 1171 if (tmp != top)
1252 { 1172 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1173 middle = tmp;
1255 break; 1174 break;
1256 } 1175 }
1257 } 1176 }
1258 } 1177 }
1259 } 1178 }
1260 1179
1261 if (middle == floor) 1180 if (middle == floor)
1262 middle = blank_face; 1181 middle = 0;
1263 1182
1264 if (top == middle) 1183 if (top == middle)
1265 middle = blank_face; 1184 middle = 0;
1266 1185
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1186#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1187 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1188 faces_obj [1] = middle;
1189 faces_obj [2] = floor;
1190#endif
1270} 1191}
1271 1192
1272/* this updates the orig_map->tile_map[tile_num] value after loading 1193maptile *
1273 * the map. It also takes care of linking back the freshly loaded 1194maptile::tile_available (int dir, bool load)
1274 * maps tile_map values if it tiles back to this one. It returns
1275 * the value of orig_map->tile_map[tile_num]. It really only does this
1276 * so that it is easier for calling functions to verify success.
1277 */
1278static maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num)
1280{ 1195{
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1196 if (tile_path[dir])
1282
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1284 {
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1);
1289 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY;
1291 } 1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1292 1200
1293 int dest_tile = (tile_num + 2) % 4; 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202 return tile_map[dir];
1203 }
1294 1204
1295 orig_map->tile_map[tile_num] = mp;
1296
1297 // optimisation: back-link map to origin map if euclidean
1298 //TODO: non-euclidean maps MUST GO
1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301
1302 return mp; 1205 return 0;
1303} 1206}
1304 1207
1305/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1223 if (!m)
1321 return 0; 1224 return 0;
1322 1225
1323 if (x < 0) 1226 if (x < 0)
1324 { 1227 {
1325 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
1326 return 1; 1229 return 1;
1327 1230
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1232 }
1333 1233
1334 if (x >= m->width) 1234 if (x >= m->width)
1335 { 1235 {
1336 if (!m->tile_path[1]) 1236 if (!m->tile_available (1))
1337 return 1; 1237 return 1;
1338 1238
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1239 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1240 }
1344 1241
1345 if (y < 0) 1242 if (y < 0)
1346 { 1243 {
1347 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
1348 return 1; 1245 return 1;
1349 1246
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1248 }
1355 1249
1356 if (y >= m->height) 1250 if (y >= m->height)
1357 { 1251 {
1358 if (!m->tile_path[2]) 1252 if (!m->tile_available (2))
1359 return 1; 1253 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2);
1363 1254
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1255 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1256 }
1366 1257
1367 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
1372 1263
1373/* This is basically the same as out_of_map above, but 1264/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1265 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1266 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1267 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1268 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1269 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1270 * and then figuring out what the real map is
1380 */ 1271 */
1381maptile * 1272maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1273maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1274{
1384 if (*x < 0) 1275 if (x < 0)
1385 { 1276 {
1386 if (!m->tile_path[3]) 1277 if (!tile_available (3))
1387 return 0; 1278 return 0;
1388 1279
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1280 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1281 return tile_map[3]->xy_find (x, y);
1394 } 1282 }
1395 1283
1396 if (*x >= m->width) 1284 if (x >= width)
1397 { 1285 {
1398 if (!m->tile_path[1]) 1286 if (!tile_available (1))
1399 return 0; 1287 return 0;
1400 1288
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1289 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1290 return tile_map[1]->xy_find (x, y);
1406 } 1291 }
1407 1292
1408 if (*y < 0) 1293 if (y < 0)
1409 { 1294 {
1410 if (!m->tile_path[0]) 1295 if (!tile_available (0))
1411 return 0; 1296 return 0;
1412 1297
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1298 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1299 return tile_map[0]->xy_find (x, y);
1418 } 1300 }
1419 1301
1420 if (*y >= m->height) 1302 if (y >= height)
1421 { 1303 {
1422 if (!m->tile_path[2]) 1304 if (!tile_available (2))
1423 return 0; 1305 return 0;
1424 1306
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1307 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1308 return tile_map[2]->xy_find (x, y);
1430 } 1309 }
1431 1310
1432 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
1433 * map. 1312 * map.
1434 */ 1313 */
1435 return m; 1314 return this;
1436} 1315}
1437 1316
1438/** 1317/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1318 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
1441 */ 1320 */
1442static int 1321int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1444{ 1323{
1445 if (!map1 || !map2) 1324 if (!map1 || !map2)
1446 return 0; 1325 return 0;
1447 1326
1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1329 if (map1 == map2)
1449 { 1330 {
1450 *dx = 0; 1331 *dx = 0;
1451 *dy = 0; 1332 *dy = 0;
1452 } 1333 }
1453 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_available (0, false) == map2)
1454 { /* up */ 1335 { /* up */
1455 *dx = 0; 1336 *dx = 0;
1456 *dy = -map2->height; 1337 *dy = -map2->height;
1457 } 1338 }
1458 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_available (1, false) == map2)
1459 { /* right */ 1340 { /* right */
1460 *dx = map1->width; 1341 *dx = map1->width;
1461 *dy = 0; 1342 *dy = 0;
1462 } 1343 }
1463 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_available (2, false) == map2)
1464 { /* down */ 1345 { /* down */
1465 *dx = 0; 1346 *dx = 0;
1466 *dy = map1->height; 1347 *dy = map1->height;
1467 } 1348 }
1468 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_available (3, false) == map2)
1469 { /* left */ 1350 { /* left */
1470 *dx = -map2->width; 1351 *dx = -map2->width;
1471 *dy = 0; 1352 *dy = 0;
1472 } 1353 }
1473 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1474 { /* up right */ 1355 { /* up right */
1475 *dx = map1->tile_map[0]->width; 1356 *dx = map1->tile_map[0]->width;
1476 *dy = -map1->tile_map[0]->height; 1357 *dy = -map1->tile_map[0]->height;
1477 } 1358 }
1478 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1359 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
1479 { /* up left */ 1360 { /* up left */
1480 *dx = -map2->width; 1361 *dx = -map2->width;
1481 *dy = -map1->tile_map[0]->height; 1362 *dy = -map1->tile_map[0]->height;
1482 } 1363 }
1483 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
1484 { /* right up */ 1365 { /* right up */
1485 *dx = map1->width; 1366 *dx = map1->width;
1486 *dy = -map2->height; 1367 *dy = -map2->height;
1487 } 1368 }
1488 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1369 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
1489 { /* right down */ 1370 { /* right down */
1490 *dx = map1->width; 1371 *dx = map1->width;
1491 *dy = map1->tile_map[1]->height; 1372 *dy = map1->tile_map[1]->height;
1492 } 1373 }
1493 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1494 { /* down right */ 1375 { /* down right */
1495 *dx = map1->tile_map[2]->width; 1376 *dx = map1->tile_map[2]->width;
1496 *dy = map1->height; 1377 *dy = map1->height;
1497 } 1378 }
1498 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1379 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
1499 { /* down left */ 1380 { /* down left */
1500 *dx = -map2->width; 1381 *dx = -map2->width;
1501 *dy = map1->height; 1382 *dy = map1->height;
1502 } 1383 }
1503 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1504 { /* left up */ 1385 { /* left up */
1505 *dx = -map1->tile_map[3]->width; 1386 *dx = -map1->tile_map[3]->width;
1506 *dy = -map2->height; 1387 *dy = -map2->height;
1507 } 1388 }
1508 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1509 { /* left down */ 1390 { /* left down */
1510 *dx = -map1->tile_map[3]->width; 1391 *dx = -map1->tile_map[3]->width;
1511 *dy = map1->tile_map[3]->height; 1392 *dy = map1->tile_map[3]->height;
1512 } 1393 }
1513 else 1394 else
1514 return 0; 1395 return 0;
1515 1396
1516 return 1; 1397 return 1;
1398}
1399
1400maptile *
1401maptile::xy_load (sint16 &x, sint16 &y)
1402{
1403 maptile *map = xy_find (x, y);
1404
1405 if (map)
1406 map->load_sync ();
1407
1408 return map;
1409}
1410
1411maptile *
1412get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413{
1414 return m->xy_load (*x, *y);
1517} 1415}
1518 1416
1519/* From map.c 1417/* From map.c
1520 * This is used by get_player to determine where the other 1418 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1419 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1420 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1421 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1422 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1423 * that the creature should head. part is the part of the
1526 * monster that is closest. 1424 * monster that is closest.
1527 * 1425 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1426 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1427 * structure for op1 to get to op2.
1535 * 1433 *
1536 * currently, the only flag supported (0x1) is don't translate for 1434 * currently, the only flag supported (0x1) is don't translate for
1537 * closest body part of 'op1' 1435 * closest body part of 'op1'
1538 */ 1436 */
1539void 1437void
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1541{ 1439{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1441 {
1544 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1443 retval->distance = 10000;
1546 retval->distance_x = 32767; 1444 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1445 retval->distance_y = 10000;
1548 retval->direction = 0; 1446 retval->direction = 0;
1549 retval->part = 0; 1447 retval->part = 0;
1550 } 1448 }
1551 else 1449 else
1552 { 1450 {
1553 object *best;
1554
1555 retval->distance_x += op2->x - op1->x; 1451 retval->distance_x += op2->x - op1->x;
1556 retval->distance_y += op2->y - op1->y; 1452 retval->distance_y += op2->y - op1->y;
1557 1453
1558 best = op1; 1454 object *best = op1;
1455
1559 /* If this is multipart, find the closest part now */ 1456 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1457 if (!(flags & 1) && op1->more)
1561 { 1458 {
1562 object *tmp; 1459 int best_distance = idistance (retval->distance_x, retval->distance_y);
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1460
1565 /* we just take the offset of the piece to head to figure 1461 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1462 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1463 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1464 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1465 * below works.
1570 */ 1466 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1468 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1469 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1470
1575 if (tmpi < best_distance) 1471 if (tmpi < best_distance)
1576 { 1472 {
1577 best_distance = tmpi; 1473 best_distance = tmpi;
1578 best = tmp; 1474 best = tmp;
1579 } 1475 }
1580 } 1476 }
1477
1581 if (best != op1) 1478 if (best != op1)
1582 { 1479 {
1583 retval->distance_x += op1->x - best->x; 1480 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1481 retval->distance_y += op1->y - best->y;
1585 } 1482 }
1586 } 1483 }
1484
1587 retval->part = best; 1485 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1486 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1590 } 1488 }
1591} 1489}
1592 1490
1593/* this is basically the same as get_rangevector above, but instead of 1491/* this is basically the same as get_rangevector above, but instead of
1594 * the first parameter being an object, it instead is the map 1492 * the first parameter being an object, it instead is the map
1598 * flags has no meaning for this function at this time - I kept it in to 1496 * flags has no meaning for this function at this time - I kept it in to
1599 * be more consistant with the above function and also in case they are needed 1497 * be more consistant with the above function and also in case they are needed
1600 * for something in the future. Also, since no object is pasted, the best 1498 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1499 * field of the rv_vector is set to NULL.
1602 */ 1500 */
1603
1604void 1501void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1502get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1503{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1504 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1505 {
1609 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1507 retval->distance = 100000;
1611 retval->distance_x = 32767; 1508 retval->distance_x = 32767;
1612 retval->distance_y = 32767; 1509 retval->distance_y = 32767;
1613 retval->direction = 0; 1510 retval->direction = 0;
1614 retval->part = 0; 1511 retval->part = 0;
1615 } 1512 }
1616 else 1513 else
1617 { 1514 {
1618 retval->distance_x += op2->x - x; 1515 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1516 retval->distance_y += op2->y - y;
1620 1517
1621 retval->part = NULL; 1518 retval->part = 0;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1519 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1520 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1624 } 1521 }
1625} 1522}
1626 1523
1627/* Returns true of op1 and op2 are effectively on the same map 1524/* Returns true of op1 and op2 are effectively on the same map
1628 * (as related to map tiling). Note that this looks for a path from 1525 * (as related to map tiling). Note that this looks for a path from
1638 int dx, dy; 1535 int dx, dy;
1639 1536
1640 return adjacent_map (op1->map, op2->map, &dx, &dy); 1537 return adjacent_map (op1->map, op2->map, &dx, &dy);
1641} 1538}
1642 1539
1540//-GPL
1541
1643object * 1542object *
1644maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1645{ 1544{
1646 if (!op->flag [FLAG_REMOVED])
1647 op->remove ();
1648
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1546}
1651 1547
1548region *
1549maptile::region (int x, int y) const
1550{
1551 if (regions
1552 && regionmap
1553 && !OUT_OF_REAL_MAP (this, x, y))
1554 if (struct region *reg = regionmap [regions [y * width + x]])
1555 return reg;
1556
1557 if (default_region)
1558 return default_region;
1559
1560 return ::region::default_region ();
1561}
1562
1563//+GPL
1564
1565/* picks a random object from a style map.
1566 */
1567object *
1568maptile::pick_random_object (rand_gen &gen) const
1569{
1570 /* while returning a null object will result in a crash, that
1571 * is actually preferable to an infinite loop. That is because
1572 * most servers will automatically restart in case of crash.
1573 * Change the logic on getting the random space - shouldn't make
1574 * any difference, but this seems clearer to me.
1575 */
1576 for (int i = 1000; --i;)
1577 {
1578 object *pick = at (gen (width), gen (height)).bot;
1579
1580 // must be head: do not prefer big monsters just because they are big.
1581 if (pick && pick->is_head ())
1582 return pick;
1583 }
1584
1585 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find (shstr_bug);
1587}
1588
1589//-GPL
1590
1591void
1592maptile::play_sound (faceidx sound, int x, int y) const
1593{
1594 if (!sound)
1595 return;
1596
1597 for_all_players_on_map (pl, this)
1598 if (client *ns = pl->ns)
1599 {
1600 int dx = x - pl->ob->x;
1601 int dy = y - pl->ob->y;
1602
1603 int distance = idistance (dx, dy);
1604
1605 if (distance <= MAX_SOUND_DISTANCE)
1606 ns->play_sound (sound, dx, dy);
1607 }
1608}
1609
1610void
1611maptile::say_msg (const char *msg, int x, int y) const
1612{
1613 for_all_players (pl)
1614 if (client *ns = pl->ns)
1615 {
1616 int dx = x - pl->ob->x;
1617 int dy = y - pl->ob->y;
1618
1619 int distance = idistance (dx, dy);
1620
1621 if (distance <= MAX_SOUND_DISTANCE)
1622 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1623 }
1624}
1625
1626dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1627
1628static void
1629split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1630{
1631 // clip to map to the left
1632 if (x0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1635 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1636
1637 if (x1 < 0) // entirely to the left
1638 return;
1639
1640 x0 = 0;
1641 }
1642
1643 // clip to map to the right
1644 if (x1 > m->width)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1647 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1648
1649 if (x0 > m->width) // entirely to the right
1650 return;
1651
1652 x1 = m->width;
1653 }
1654
1655 // clip to map above
1656 if (y0 < 0)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_UP, 1))
1659 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1660
1661 if (y1 < 0) // entirely above
1662 return;
1663
1664 y0 = 0;
1665 }
1666
1667 // clip to map below
1668 if (y1 > m->height)
1669 {
1670 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1671 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1672
1673 if (y0 > m->height) // entirely below
1674 return;
1675
1676 y1 = m->height;
1677 }
1678
1679 // if we get here, the rect is within the current map
1680 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1681
1682 r->m = m;
1683 r->x0 = x0;
1684 r->y0 = y0;
1685 r->x1 = x1;
1686 r->y1 = y1;
1687 r->dx = dx;
1688 r->dy = dy;
1689}
1690
1691maprect *
1692maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1693{
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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