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Comparing deliantra/server/common/map.C (file contents):
Revision 1.97 by root, Sat Mar 17 21:13:21 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 (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; tmp = tmp->above) 272 {
273 object *op = ms->bot;
274 while (op)
360 { 275 {
361 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 278 {
373 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
374 281
375 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 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
390 } 289 }
290 else
291 op = op->above;
391 } 292 }
392 } 293 }
393} 294}
295
296//-GPL
394 297
395/* 298/*
396 * 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
397 * file pointer. 300 * file pointer.
398 */ 301 */
399bool 302bool
400maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
401{ 304{
402 for (;;) 305 for (;;)
403 { 306 {
404 coroapi::cede_every (1000); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
405 308
406 switch (f.kw) 309 switch (f.kw)
407 { 310 {
408 case KW_arch: 311 case KW_arch:
409 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
410 { 313 {
314 // TODO: why?
411 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
412 sum_weight (op); 318 op->update_weight ();
319 }
413 320
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 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 }
415 } 344 }
416 345
417 continue; 346 continue;
418 347
419 case KW_EOF: 348 case KW_EOF:
432} 361}
433 362
434void 363void
435maptile::activate () 364maptile::activate ()
436{ 365{
437 if (!spaces) 366 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 368 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 369 op->activate_recursive ();
443} 370}
444 371
445void 372void
446maptile::deactivate () 373maptile::deactivate ()
447{ 374{
448 if (!spaces) 375 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 378 op->deactivate_recursive ();
454} 379}
455 380
456bool 381bool
457maptile::_save_objects (object_freezer &f, int flags) 382maptile::_save_objects (object_freezer &f, int flags)
458{ 383{
459 coroapi::cede (); 384 coroapi::cede_to_tick ();
460 385
461 if (flags & IO_HEADER) 386 if (flags & IO_HEADER)
462 _save_header (f); 387 _save_header (f);
463 388
464 if (!spaces) 389 if (!spaces)
465 return false; 390 return false;
466 391
467 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
468 { 393 {
469#if 0 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
472 if (cede_count >= 500)
473 {
474 cede_count = 0;
475 coroapi::cede ();
476 }
477#endif
478
479 int unique = 0; 394 bool unique = 0;
395
480 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
481 { 397 {
482 // count per-object, but cede only when modification-safe
483 cede_count++;
484
485 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
486 unique = 1;
487 399
488 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
489 continue; 401 continue;
490 402
491 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
492 { 404 {
493 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
494 op->write (f); 406 op->write (f);
495 } 407 }
496 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
497 op->write (f); 409 op->write (f);
498 } 410 }
499 } 411 }
500 412
501 coroapi::cede (); 413 coroapi::cede_to_tick ();
502 414
503 return true; 415 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} 416}
527 417
528bool 418bool
529maptile::_save_objects (const char *path, int flags) 419maptile::_save_objects (const char *path, int flags)
530{ 420{
534 return false; 424 return false;
535 425
536 return freezer.save (path); 426 return freezer.save (path);
537} 427}
538 428
539maptile::maptile () 429void
430maptile::init ()
540{ 431{
541 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
542 433
543 /* 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
544 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
545 */ 436 */
546 width = 16; 437 width = 16;
547 height = 16; 438 height = 16;
548 timeout = 300; 439 timeout = 300;
549 max_nrof = 1000; // 1000 items of anything 440 max_items = MAX_ITEM_PER_ACTION;
550 max_volume = 2000000; // 2m³ 441 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; 442 reset_timeout = 0;
560 timeout = 300;
561 enter_x = 0; 443 enter_x = 0;
562 enter_y = 0; 444 enter_y = 0;
445}
446
447maptile::maptile ()
448{
449 init ();
450}
451
452maptile::maptile (int w, int h)
453{
454 init ();
455
456 width = w;
457 height = h;
563 458
564 alloc (); 459 alloc ();
565} 460}
566 461
567/* 462/*
575 if (spaces) 470 if (spaces)
576 return; 471 return;
577 472
578 spaces = salloc0<mapspace> (size ()); 473 spaces = salloc0<mapspace> (size ());
579} 474}
475
476//+GPL
580 477
581/* 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
582 * 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
583 * at a later date. 480 * at a later date.
584 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
661 return items; 558 return items;
662} 559}
663 560
664/* 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
665 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
666static void 563static const char *
667print_shop_string (maptile *m, char *output_string) 564print_shop_string (maptile *m)
668{ 565{
669 int i; 566 static dynbuf_text buf; buf.clear ();
670 char tmp[MAX_BUF]; 567 bool first = true;
671 568
672 strcpy (output_string, "");
673 for (i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
674 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
675 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
676 { 577 {
677 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
678 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);
679 else 580 else
680 sprintf (tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
681 } 582 }
682 else 583 else
683 { 584 {
684 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
685 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
686 else 587 else
687 sprintf (tmp, "*"); 588 buf.printf ("*");
688 } 589 }
689
690 strcat (output_string, tmp);
691 } 590 }
591
592 return buf;
692} 593}
594
595//-GPL
693 596
694/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
695 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
696 * 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
697 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
705bool 608bool
706maptile::_load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
707{ 610{
708 for (;;) 611 for (;;)
709 { 612 {
710 keyword kw = thawer.get_kv ();
711
712 switch (kw) 613 switch (thawer.kw)
713 { 614 {
714 case KW_msg: 615 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
716 break; 617 break;
717 618
740 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
741 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
742 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
743 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
744 case KW_outdoor: thawer.get (outdoor); break; 645 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;
751 646
752 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
753 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;
754 651
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 654
758 // old names new names 655 // old names new names
759 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;
760 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;
769 case KW_tile_path_1: thawer.get (tile_path [0]); break; 666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break; 667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break; 668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break; 669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
773 670
671 case KW_ERROR:
672 set_key_text (thawer.kw_str, thawer.value);
673 break;
674
774 case KW_end: 675 case KW_end:
676 thawer.next ();
775 return true; 677 return true;
776 678
777 default: 679 default:
778 if (!thawer.parse_error ("map", 0)) 680 if (!thawer.parse_error ("map"))
779 return false; 681 return false;
780 break; 682 break;
781 } 683 }
684
685 thawer.next ();
782 } 686 }
783 687
784 abort (); 688 abort ();
785} 689}
786 690
787bool 691//+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}
797 692
798/****************************************************************************** 693/******************************************************************************
799 * This is the start of unique map handling code 694 * This is the start of unique map handling code
800 *****************************************************************************/ 695 *****************************************************************************/
801 696
808 int unique = 0; 703 int unique = 0;
809 for (object *op = spaces [i].bot; op; ) 704 for (object *op = spaces [i].bot; op; )
810 { 705 {
811 object *above = op->above; 706 object *above = op->above;
812 707
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
814 unique = 1; 709 unique = 1;
815 710
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
817 {
818 op->destroy_inv (false);
819 op->destroy (); 712 op->destroy ();
820 }
821 713
822 op = above; 714 op = above;
823 } 715 }
824 } 716 }
825} 717}
826 718
719//-GPL
720
827bool 721bool
828maptile::_save_header (object_freezer &freezer) 722maptile::_save_header (object_freezer &freezer)
829{ 723{
830#define MAP_OUT(k) freezer.put (KW_ ## k, k) 724#define MAP_OUT(k) freezer.put (KW(k), k)
831#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 725#define MAP_OUT2(k,v) freezer.put (KW(k), v)
832 726
833 MAP_OUT2 (arch, "map"); 727 MAP_OUT2 (arch, CS(map));
834 728
835 if (name) MAP_OUT (name); 729 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 730 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 731 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 732 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 733 MAP_OUT (fixed_resettime);
734 MAP_OUT (no_reset);
735 MAP_OUT (no_drop);
840 MAP_OUT (difficulty); 736 MAP_OUT (difficulty);
841
842 if (default_region) MAP_OUT2 (region, default_region->name); 737 if (default_region) MAP_OUT2 (region, default_region->name);
843 738
844 if (shopitems) 739 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); 740 MAP_OUT (shopgreed);
852 MAP_OUT (shopmin); 741 MAP_OUT (shopmin);
853 MAP_OUT (shopmax); 742 MAP_OUT (shopmax);
854 if (shoprace) MAP_OUT (shoprace); 743 if (shoprace) MAP_OUT (shoprace);
855 MAP_OUT (darkness); 744
856 MAP_OUT (width); 745 MAP_OUT (width);
857 MAP_OUT (height); 746 MAP_OUT (height);
858 MAP_OUT (enter_x); 747 MAP_OUT (enter_x);
859 MAP_OUT (enter_y); 748 MAP_OUT (enter_y);
860 749 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); 750 MAP_OUT (outdoor);
865 MAP_OUT (temp); 751
866 MAP_OUT (pressure); 752 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
867 MAP_OUT (humid); 753 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
868 MAP_OUT (windspeed);
869 MAP_OUT (winddir);
870 MAP_OUT (sky);
871 754
872 MAP_OUT (per_player); 755 MAP_OUT (per_player);
873 MAP_OUT (per_party); 756 MAP_OUT (per_party);
874 757
875 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]);
876 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]);
877 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]);
878 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]);
879 762
880 freezer.put (this); 763 freezer.put (this);
881 freezer.put (KW_end); 764 freezer.put (KW(end));
882 765
883 return true; 766 return true;
884} 767}
885 768
886bool 769bool
892 return false; 775 return false;
893 776
894 return freezer.save (path); 777 return freezer.save (path);
895} 778}
896 779
780//+GPL
781
897/* 782/*
898 * Remove and free all objects in the given map. 783 * Remove and free all objects in the given map.
899 */ 784 */
900void 785void
901maptile::clear () 786maptile::clear ()
902{ 787{
903 sfree (regions, size ()), regions = 0;
904 free (regionmap), regionmap = 0;
905
906 if (spaces) 788 if (spaces)
907 { 789 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 790 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 791 while (object *op = ms->bot)
910 { 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_ ();
911 if (op->head) 800 if (op == head)
912 op = op->head;
913
914 op->destroy_inv (false);
915 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 }
916 } 807 }
917 808
918 sfree (spaces, size ()), spaces = 0; 809 sfree0 (spaces, size ());
919 } 810 }
920 811
921 if (buttons) 812 if (buttons)
922 free_objectlinkpt (buttons), buttons = 0; 813 free_objectlinkpt (buttons), buttons = 0;
814
815 sfree0 (regions, size ());
816 delete [] regionmap; regionmap = 0;
923} 817}
924 818
925void 819void
926maptile::clear_header () 820maptile::clear_header ()
927{ 821{
959 attachable::do_destroy (); 853 attachable::do_destroy ();
960 854
961 clear (); 855 clear ();
962} 856}
963 857
964/* 858/* decay and destroy perishable items in a map */
965 * Updates every button on the map (by calling update_button() for them). 859// TODO: should be done regularly, not on map load?
966 */
967void 860void
968maptile::update_buttons () 861maptile::do_decay_objects ()
969{ 862{
970 for (oblinkpt *obp = buttons; obp; obp = obp->next) 863 if (!spaces)
971 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)
972 { 868 {
973 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 ())
974 { 885 {
975 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 886 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); 887 if (op->stats.dam < 0)
977 continue; 888 destroy = 1;
978 } 889 }
979 890 else if (op->is_armor ())
980 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
981 { 891 {
982 update_button (ol->ob); 892 op->stats.ac--;
983 break; 893 if (op->stats.ac < 0)
894 destroy = 1;
984 } 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 ();
985 } 924 }
986} 925}
987 926
988/* 927/*
989 * 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.
990 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
991 * 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.
992 * 931 *
993 * 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
994 * 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
995 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
996 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
997 */ 936 */
998int 937int
999maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
1000{ 939{
1001 long monster_cnt = 0; 940 long monster_cnt = 0;
1003 sint64 total_exp = 0; 942 sint64 total_exp = 0;
1004 943
1005 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1006 for (object *op = ms->bot; op; op = op->above) 945 for (object *op = ms->bot; op; op = op->above)
1007 { 946 {
1008 if (QUERY_FLAG (op, FLAG_MONSTER)) 947 if (op->flag [FLAG_MONSTER])
1009 { 948 {
1010 total_exp += op->stats.exp; 949 total_exp += op->stats.exp;
1011 monster_cnt++; 950 monster_cnt++;
1012 } 951 }
1013 952
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (op->flag [FLAG_GENERATOR])
1015 { 954 {
1016 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1017 956
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 957 if (archetype *at = op->other_arch)
958 {
1019 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1020
1021 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 }
1022 } 968 }
1023 } 969 }
1024 970
1025 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1026 972
1039 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1040 */ 986 */
1041int 987int
1042maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1043{ 989{
1044 int new_level = darkness + change;
1045
1046 /* Nothing to do */ 990 /* Nothing to do */
1047 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1048 return 0; 992 return 0;
1049 993
1050 /* inform all players on the map */ 994 /* inform all players on the map */
1051 if (change > 0) 995 if (change > 0)
1052 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1053 else 997 else
1054 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1055 999
1056 /* Do extra checking. since darkness is a unsigned value, 1000 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 1001
1068 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1069 update_all_map_los (this); 1003 update_all_map_los (this);
1004
1070 return 1; 1005 return 1;
1071} 1006}
1072 1007
1073/* 1008/*
1074 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1077 * through, etc) 1012 * through, etc)
1078 */ 1013 */
1079void 1014void
1080mapspace::update_ () 1015mapspace::update_ ()
1081{ 1016{
1082 object *tmp, *last = 0; 1017 object *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1084 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;
1085 1025
1086 //object *middle = 0; 1026 //object *middle = 0;
1087 //object *top = 0; 1027 //object *top = 0;
1088 //object *floor = 0; 1028 //object *floor = 0;
1089 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1090 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1091 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1092 object *&floor = faces_obj[2] = 0; 1032 object *&floor = faces_obj[2] = 0;
1093 1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1094 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1095 { 1037 {
1096 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1097 * one). But if so, it shouldn't be a simple additive - 2
1098 * light bulbs do not illuminate twice as far as once since
1099 * it is a dissapation factor that is cubed.
1100 */
1101 if (tmp->glow_radius > light)
1102 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1103 1040
1104 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1105 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1106 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1107 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1108 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1109 * 1046 *
1110 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1111 */ 1048 */
1112 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1113 { 1050 {
1114 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1115 top = tmp; 1052 top = tmp;
1116 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1117 { 1054 {
1118 /* 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,
1119 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1120 */ 1057 */
1121 middle = 0; 1058 middle = 0;
1122 top = 0; 1059 top = 0;
1123 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1124 } 1063 }
1125 /* Flag anywhere have high priority */ 1064 else
1126 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1127 { 1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1071
1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
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;
1128 middle = tmp; 1083 middle = tmp;
1129 anywhere = 1; 1084 }
1130 } 1085 }
1131 /* Find the highest visible face around. If equal
1132 * visibilities, we still want the one nearer to the
1133 * top
1134 */
1135 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1136 middle = tmp;
1137 }
1138
1139 if (tmp == tmp->above)
1140 {
1141 LOG (llevError, "Error in structure of map\n");
1142 exit (-1);
1143 } 1086 }
1144 1087
1145 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1146 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1147 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1148 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1149 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1150 1093
1151 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1152 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1153 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1154 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1155 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1156 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1157 } 1098 }
1158 1099
1159 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);
1160 this->flags_ = flags; 1111 this->flags_ = flags;
1161 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1162 this->move_on = move_on; 1113 this->move_on = move_on;
1163 this->move_off = move_off; 1114 this->move_off = move_off;
1164 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
1165 1118
1166 /* 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),
1167 * 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
1168 * this point. 1121 * this point.
1169 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1184 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1185 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1186 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1187 */ 1140 */
1188 1141
1189 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1190 { 1143 {
1191 /* 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 */
1192 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (tmp->flag [FLAG_IS_FLOOR])
1193 break; 1146 break;
1194 1147
1195 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1196 if (top && middle) 1149 if (top && middle)
1197 break; 1150 break;
1235 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1236 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1237#endif 1190#endif
1238} 1191}
1239 1192
1240uint64 1193maptile *
1241mapspace::volume () const 1194maptile::tile_available (int dir, bool load)
1242{ 1195{
1243 uint64 vol = 0; 1196 if (tile_path[dir])
1244
1245 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1246 vol += op->volume ();
1247
1248 return vol;
1249}
1250
1251/* this updates the orig_map->tile_map[tile_num] value after finding
1252 * the map. It also takes care of linking back the freshly found
1253 * maps tile_map values if it tiles back to this one. It returns
1254 * the value of orig_map->tile_map[tile_num].
1255 */
1256static inline maptile *
1257find_and_link (maptile *orig_map, int tile_num)
1258{
1259 maptile *mp = orig_map->tile_map [tile_num];
1260
1261 if (!mp)
1262 {
1263 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1264
1265 if (!mp)
1266 {
1267 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1268 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1269 &orig_map->tile_path[tile_num], &orig_map->path);
1270 mp = new maptile (1, 1);
1271 mp->alloc ();
1272 mp->in_memory = MAP_IN_MEMORY;
1273 }
1274 } 1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1275 1200
1276 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 }
1277 1204
1278 orig_map->tile_map [tile_num] = mp;
1279
1280 // optimisation: back-link map to origin map if euclidean
1281 //TODO: non-euclidean maps MUST GO
1282 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1283 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1284
1285 return mp; 1205 return 0;
1286}
1287
1288static inline void
1289load_and_link (maptile *orig_map, int tile_num)
1290{
1291 find_and_link (orig_map, tile_num)->load_sync ();
1292} 1206}
1293 1207
1294/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
1309 if (!m) 1223 if (!m)
1310 return 0; 1224 return 0;
1311 1225
1312 if (x < 0) 1226 if (x < 0)
1313 { 1227 {
1314 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
1315 return 1; 1229 return 1;
1316 1230
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 find_and_link (m, 3);
1319
1320 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);
1321 } 1232 }
1322 1233
1323 if (x >= m->width) 1234 if (x >= m->width)
1324 { 1235 {
1325 if (!m->tile_path[1]) 1236 if (!m->tile_available (1))
1326 return 1; 1237 return 1;
1327 1238
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 1);
1330
1331 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);
1332 } 1240 }
1333 1241
1334 if (y < 0) 1242 if (y < 0)
1335 { 1243 {
1336 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
1337 return 1; 1245 return 1;
1338 1246
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 find_and_link (m, 0);
1341
1342 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);
1343 } 1248 }
1344 1249
1345 if (y >= m->height) 1250 if (y >= m->height)
1346 { 1251 {
1347 if (!m->tile_path[2]) 1252 if (!m->tile_available (2))
1348 return 1; 1253 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 2);
1352 1254
1353 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);
1354 } 1256 }
1355 1257
1356 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
1370maptile * 1272maptile *
1371maptile::xy_find (sint16 &x, sint16 &y) 1273maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1274{
1373 if (x < 0) 1275 if (x < 0)
1374 { 1276 {
1375 if (!tile_path[3]) 1277 if (!tile_available (3))
1376 return 0; 1278 return 0;
1377 1279
1378 find_and_link (this, 3);
1379 x += tile_map[3]->width; 1280 x += tile_map[3]->width;
1380 return tile_map[3]->xy_find (x, y); 1281 return tile_map[3]->xy_find (x, y);
1381 } 1282 }
1382 1283
1383 if (x >= width) 1284 if (x >= width)
1384 { 1285 {
1385 if (!tile_path[1]) 1286 if (!tile_available (1))
1386 return 0; 1287 return 0;
1387 1288
1388 find_and_link (this, 1);
1389 x -= width; 1289 x -= width;
1390 return tile_map[1]->xy_find (x, y); 1290 return tile_map[1]->xy_find (x, y);
1391 } 1291 }
1392 1292
1393 if (y < 0) 1293 if (y < 0)
1394 { 1294 {
1395 if (!tile_path[0]) 1295 if (!tile_available (0))
1396 return 0; 1296 return 0;
1397 1297
1398 find_and_link (this, 0);
1399 y += tile_map[0]->height; 1298 y += tile_map[0]->height;
1400 return tile_map[0]->xy_find (x, y); 1299 return tile_map[0]->xy_find (x, y);
1401 } 1300 }
1402 1301
1403 if (y >= height) 1302 if (y >= height)
1404 { 1303 {
1405 if (!tile_path[2]) 1304 if (!tile_available (2))
1406 return 0; 1305 return 0;
1407 1306
1408 find_and_link (this, 2);
1409 y -= height; 1307 y -= height;
1410 return tile_map[2]->xy_find (x, y); 1308 return tile_map[2]->xy_find (x, y);
1411 } 1309 }
1412 1310
1413 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
1419/** 1317/**
1420 * 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
1421 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
1422 */ 1320 */
1423int 1321int
1424adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1425{ 1323{
1426 if (!map1 || !map2) 1324 if (!map1 || !map2)
1427 return 0; 1325 return 0;
1428 1326
1429 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1430 //fix: compare paths instead (this is likely faster, too!) 1328 //fix: compare paths instead (this is likely faster, too!)
1431 if (map1 == map2) 1329 if (map1 == map2)
1432 { 1330 {
1433 *dx = 0; 1331 *dx = 0;
1434 *dy = 0; 1332 *dy = 0;
1435 } 1333 }
1436 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_available (0, false) == map2)
1437 { /* up */ 1335 { /* up */
1438 *dx = 0; 1336 *dx = 0;
1439 *dy = -map2->height; 1337 *dy = -map2->height;
1440 } 1338 }
1441 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_available (1, false) == map2)
1442 { /* right */ 1340 { /* right */
1443 *dx = map1->width; 1341 *dx = map1->width;
1444 *dy = 0; 1342 *dy = 0;
1445 } 1343 }
1446 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_available (2, false) == map2)
1447 { /* down */ 1345 { /* down */
1448 *dx = 0; 1346 *dx = 0;
1449 *dy = map1->height; 1347 *dy = map1->height;
1450 } 1348 }
1451 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_available (3, false) == map2)
1452 { /* left */ 1350 { /* left */
1453 *dx = -map2->width; 1351 *dx = -map2->width;
1454 *dy = 0; 1352 *dy = 0;
1455 } 1353 }
1456 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)
1457 { /* up right */ 1355 { /* up right */
1458 *dx = map1->tile_map[0]->width; 1356 *dx = map1->tile_map[0]->width;
1459 *dy = -map1->tile_map[0]->height; 1357 *dy = -map1->tile_map[0]->height;
1460 } 1358 }
1461 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)
1462 { /* up left */ 1360 { /* up left */
1463 *dx = -map2->width; 1361 *dx = -map2->width;
1464 *dy = -map1->tile_map[0]->height; 1362 *dy = -map1->tile_map[0]->height;
1465 } 1363 }
1466 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)
1467 { /* right up */ 1365 { /* right up */
1468 *dx = map1->width; 1366 *dx = map1->width;
1469 *dy = -map2->height; 1367 *dy = -map2->height;
1470 } 1368 }
1471 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)
1472 { /* right down */ 1370 { /* right down */
1473 *dx = map1->width; 1371 *dx = map1->width;
1474 *dy = map1->tile_map[1]->height; 1372 *dy = map1->tile_map[1]->height;
1475 } 1373 }
1476 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)
1477 { /* down right */ 1375 { /* down right */
1478 *dx = map1->tile_map[2]->width; 1376 *dx = map1->tile_map[2]->width;
1479 *dy = map1->height; 1377 *dy = map1->height;
1480 } 1378 }
1481 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)
1482 { /* down left */ 1380 { /* down left */
1483 *dx = -map2->width; 1381 *dx = -map2->width;
1484 *dy = map1->height; 1382 *dy = map1->height;
1485 } 1383 }
1486 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)
1487 { /* left up */ 1385 { /* left up */
1488 *dx = -map1->tile_map[3]->width; 1386 *dx = -map1->tile_map[3]->width;
1489 *dy = -map2->height; 1387 *dy = -map2->height;
1490 } 1388 }
1491 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)
1492 { /* left down */ 1390 { /* left down */
1493 *dx = -map1->tile_map[3]->width; 1391 *dx = -map1->tile_map[3]->width;
1494 *dy = map1->tile_map[3]->height; 1392 *dy = map1->tile_map[3]->height;
1495 } 1393 }
1496 else 1394 else
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 = 10000; 1443 retval->distance = 10000;
1546 retval->distance_x = 10000; 1444 retval->distance_x = 10000;
1547 retval->distance_y = 10000; 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 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1459 int best_distance = idistance (retval->distance_x, retval->distance_y);
1563 1460
1564 /* 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
1565 * distance instead of doing all that work above again 1462 * distance instead of doing all that work above again
1566 * since the distance fields we set above are positive in the 1463 * since the distance fields we set above are positive in the
1567 * same axis as is used for multipart objects, the simply arithmetic 1464 * same axis as is used for multipart objects, the simply arithmetic
1568 * below works. 1465 * below works.
1569 */ 1466 */
1570 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1571 { 1468 {
1572 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);
1573 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1470
1574 if (tmpi < best_distance) 1471 if (tmpi < best_distance)
1575 { 1472 {
1576 best_distance = tmpi; 1473 best_distance = tmpi;
1577 best = tmp; 1474 best = tmp;
1578 } 1475 }
1579 } 1476 }
1580 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 }
1587 1484
1588 retval->part = best; 1485 retval->part = best;
1589 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1486 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1590 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1591 } 1488 }
1592} 1489}
1593 1490
1594/* 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
1595 * the first parameter being an object, it instead is the map 1492 * the first parameter being an object, it instead is the map
1600 * 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
1601 * 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
1602 * field of the rv_vector is set to NULL. 1499 * field of the rv_vector is set to NULL.
1603 */ 1500 */
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 = idistance (retval->distance_x, 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
1652region * 1548region *
1653maptile::region (int x, int y) const 1549maptile::region (int x, int y) const
1662 return default_region; 1558 return default_region;
1663 1559
1664 return ::region::default_region (); 1560 return ::region::default_region ();
1665} 1561}
1666 1562
1563//+GPL
1564
1667/* picks a random object from a style map. 1565/* picks a random object from a style map.
1668 * Redone by MSW so it should be faster and not use static
1669 * variables to generate tables.
1670 */ 1566 */
1671object * 1567object *
1672maptile::pick_random_object () const 1568maptile::pick_random_object (rand_gen &gen) const
1673{ 1569{
1674 /* while returning a null object will result in a crash, that 1570 /* while returning a null object will result in a crash, that
1675 * is actually preferable to an infinite loop. That is because 1571 * is actually preferable to an infinite loop. That is because
1676 * most servers will automatically restart in case of crash. 1572 * most servers will automatically restart in case of crash.
1677 * Change the logic on getting the random space - shouldn't make 1573 * Change the logic on getting the random space - shouldn't make
1678 * any difference, but this seems clearer to me. 1574 * any difference, but this seems clearer to me.
1679 */ 1575 */
1680 for (int i = 1000; --i;) 1576 for (int i = 1000; --i;)
1681 { 1577 {
1682 object *pick = at (rndm (width), rndm (height)).bot; 1578 object *pick = at (gen (width), gen (height)).bot;
1683 1579
1684 // do not prefer big monsters just because they are big. 1580 // must be head: do not prefer big monsters just because they are big.
1685 if (pick && pick->head_ () == pick) 1581 if (pick && pick->is_head ())
1686 return pick->head_ (); 1582 return pick;
1687 } 1583 }
1688 1584
1689 // instead of crashing in the unlikely(?) case, try to return *something* 1585 // instead of crashing in the unlikely(?) case, try to return *something*
1690 return get_archetype ("blocked"); 1586 return archetype::find (shstr_bug);
1691} 1587}
1692 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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