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Comparing deliantra/server/common/map.C (file contents):
Revision 1.103 by root, Thu May 17 23:35:19 2007 UTC vs.
Revision 1.203 by root, Sat Apr 23 04:56:46 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2005,2006,2007,2008,2009,2010,2011 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)
181 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
185 */ 114 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
187 { 116 {
188 117 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 118 {
192 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
194 * pass through this space. 121 return 1;
195 */ 122 else
196 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
197 { 126 {
198 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
199 return 1; 131 return 1;
200 else 132 }
201 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
202 } 142 }
203 else 143 else
204 { 144 return 1; // unconditional block
205 /* In this case, the player must not have the object - 145
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 146 } else {
215 { 147 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 149 // blocks anything
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 150
225 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR 152 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
230 return 1; 154 return 1;
231 } 155 }
232
233 } 156 }
157
234 return 0; 158 return 0;
235} 159}
236 160
237/* 161/*
238 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
239 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
243 * 167 *
244 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
245 * 169 *
246 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
258 * 182 *
259 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
260 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
261 * against the move_block values. 185 * against the move_block values.
262 */ 186 */
263int 187bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
265{ 189{
266 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
280 193
281 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
282 { 195 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
284 196
285 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 198
287 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 200 return 1;
289 201
290 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
291 203 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
295 */ 205 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 207 continue;
299 208
300 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
301 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
302 */ 211 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
304 return P_NO_PASS; 213 return 1;
305 } 214 }
306 215
307 return 0; 216 return 0;
308} 217}
309 218
310/* When the map is loaded, load_object does not actually insert objects 219//-GPL
311 * into inventory, but just links them. What this does is go through
312 * and insert them properly.
313 * The object 'container' is the object that contains the inventory.
314 * This is needed so that we can update the containers weight.
315 */
316void
317fix_container (object *container)
318{
319 object *tmp = container->inv, *next;
320
321 container->inv = 0;
322 while (tmp)
323 {
324 next = tmp->below;
325 if (tmp->inv)
326 fix_container (tmp);
327
328 insert_ob_in_ob (tmp, container);
329 tmp = next;
330 }
331
332 /* sum_weight will go through and calculate what all the containers are
333 * carrying.
334 */
335 sum_weight (container);
336}
337 220
338void 221void
339maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
340{ 223{
341 if (!spaces) 224 if (!spaces)
343 226
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
347} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
348 259
349/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
352 * they are saved). 263 * they are saved).
356{ 267{
357 if (!spaces) 268 if (!spaces)
358 return; 269 return;
359 270
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 272 {
273 object *op = ms->bot;
274 while (op)
362 { 275 {
363 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
365 { 278 {
366 op->remove (); 279 op->remove ();
367 op->expand_tail (); 280 op->expand_tail ();
281
282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
369 } 289 }
290 else
291 op = op->above;
370 } 292 }
293 }
371} 294}
295
296//-GPL
372 297
373/* 298/*
374 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer. 300 * file pointer.
376 */ 301 */
377bool 302bool
378maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
379{ 304{
380 for (;;) 305 for (;;)
381 { 306 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
383 308
384 switch (f.kw) 309 switch (f.kw)
385 { 310 {
386 case KW_arch: 311 case KW_arch:
387 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
388 { 313 {
314 // TODO: why?
389 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
390 sum_weight (op); 318 op->update_weight ();
319 }
391 320
392 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 }
393 } 344 }
394 345
395 continue; 346 continue;
396 347
397 case KW_EOF: 348 case KW_EOF:
410} 361}
411 362
412void 363void
413maptile::activate () 364maptile::activate ()
414{ 365{
415 active = true;
416
417 if (spaces) 366 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 368 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 369 op->activate_recursive ();
421} 370}
422 371
423void 372void
424maptile::deactivate () 373maptile::deactivate ()
425{ 374{
426 active = false;
427
428 if (spaces) 375 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 378 op->deactivate_recursive ();
432} 379}
442 if (!spaces) 389 if (!spaces)
443 return false; 390 return false;
444 391
445 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
446 { 393 {
447 int unique = 0; 394 bool unique = 0;
395
448 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
449 { 397 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 399
453 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
454 continue; 401 continue;
455 402
456 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 404 {
458 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
459 op->write (f); 406 op->write (f);
460 } 407 }
461 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 409 op->write (f);
463 } 410 }
464 } 411 }
465 412
466 coroapi::cede_to_tick (); 413 coroapi::cede_to_tick ();
467 414
468 return true; 415 return true;
469} 416}
470 417
471bool 418bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491}
492
493bool
494maptile::_save_objects (const char *path, int flags) 419maptile::_save_objects (const char *path, int flags)
495{ 420{
496 object_freezer freezer; 421 object_freezer freezer;
497 422
498 if (!_save_objects (freezer, flags)) 423 if (!_save_objects (freezer, flags))
499 return false; 424 return false;
500 425
501 return freezer.save (path); 426 return freezer.save (path);
502} 427}
503 428
504maptile::maptile () 429void
430maptile::init ()
505{ 431{
506 in_memory = MAP_SWAPPED; 432 in_memory = MAP_SWAPPED;
507 433
508 /* 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
509 * map archetype. Mimic that behaviour. 435 * map archetype. Mimic that behaviour.
510 */ 436 */
511 width = 16; 437 width = 16;
512 height = 16; 438 height = 16;
513 timeout = 300; 439 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything 440 max_items = MAX_ITEM_PER_ACTION;
515 max_volume = 2000000; // 2m³ 441 max_volume = 2000000; // 2m³
516}
517
518maptile::maptile (int w, int h)
519{
520 in_memory = MAP_SWAPPED;
521
522 width = w;
523 height = h;
524 reset_timeout = 0; 442 reset_timeout = 0;
525 timeout = 300;
526 enter_x = 0; 443 enter_x = 0;
527 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;
528 458
529 alloc (); 459 alloc ();
530} 460}
531 461
532/* 462/*
540 if (spaces) 470 if (spaces)
541 return; 471 return;
542 472
543 spaces = salloc0<mapspace> (size ()); 473 spaces = salloc0<mapspace> (size ());
544} 474}
475
476//+GPL
545 477
546/* 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
547 * 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
548 * at a later date. 480 * at a later date.
549 * Called by parse_map_headers below. 481 * Called by parse_map_headers below.
626 return items; 558 return items;
627} 559}
628 560
629/* 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
630 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
631static void 563static const char *
632print_shop_string (maptile *m, char *output_string) 564print_shop_string (maptile *m)
633{ 565{
634 int i; 566 static dynbuf_text buf; buf.clear ();
635 char tmp[MAX_BUF]; 567 bool first = true;
636 568
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
639 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
640 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
641 { 577 {
642 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
643 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);
644 else 580 else
645 sprintf (tmp, "%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
646 } 582 }
647 else 583 else
648 { 584 {
649 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
651 else 587 else
652 sprintf (tmp, "*"); 588 buf.printf ("*");
653 } 589 }
654
655 strcat (output_string, tmp);
656 } 590 }
591
592 return buf;
657} 593}
594
595//-GPL
658 596
659/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
661 * 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
662 * addition of tiling, fields beyond that easily named in an 600 * addition of tiling, fields beyond that easily named in an
670bool 608bool
671maptile::_load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
672{ 610{
673 for (;;) 611 for (;;)
674 { 612 {
675 keyword kw = thawer.get_kv ();
676
677 switch (kw) 613 switch (thawer.kw)
678 { 614 {
679 case KW_msg: 615 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
681 break; 617 break;
682 618
683 case KW_lore: // CF+ extension 619 case KW_lore: // deliantra extension
684 thawer.get_ml (KW_endlore, maplore); 620 thawer.get_ml (KW_endlore, maplore);
685 break; 621 break;
686 622
687 case KW_maplore: 623 case KW_maplore:
688 thawer.get_ml (KW_endmaplore, maplore); 624 thawer.get_ml (KW_endmaplore, maplore);
705 case KW_shopgreed: thawer.get (shopgreed); break; 641 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break; 642 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break; 643 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break; 644 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break; 645 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716 646
717 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
718 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;
719 651
720 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
722 654
723 // old names new names 655 // old names new names
724 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;
725 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;
733 665
734 case KW_tile_path_1: thawer.get (tile_path [0]); break; 666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
735 case KW_tile_path_2: thawer.get (tile_path [1]); break; 667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
736 case KW_tile_path_3: thawer.get (tile_path [2]); break; 668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
737 case KW_tile_path_4: thawer.get (tile_path [3]); break; 669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
670 case KW_tile_path_5: thawer.get (tile_path [4]); break;
671 case KW_tile_path_6: thawer.get (tile_path [5]); break;
672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
738 676
739 case KW_end: 677 case KW_end:
678 thawer.next ();
740 return true; 679 return true;
741 680
742 default: 681 default:
743 if (!thawer.parse_error ("map", 0)) 682 if (!thawer.parse_error ("map"))
744 return false; 683 return false;
745 break; 684 break;
746 } 685 }
686
687 thawer.next ();
747 } 688 }
748 689
749 abort (); 690 abort ();
750} 691}
751 692
752bool 693//+GPL
753maptile::_load_header (const char *path)
754{
755 object_thawer thawer (path);
756
757 if (!thawer)
758 return false;
759
760 return _load_header (thawer);
761}
762 694
763/****************************************************************************** 695/******************************************************************************
764 * This is the start of unique map handling code 696 * This is the start of unique map handling code
765 *****************************************************************************/ 697 *****************************************************************************/
766 698
773 int unique = 0; 705 int unique = 0;
774 for (object *op = spaces [i].bot; op; ) 706 for (object *op = spaces [i].bot; op; )
775 { 707 {
776 object *above = op->above; 708 object *above = op->above;
777 709
778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 710 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
779 unique = 1; 711 unique = 1;
780 712
781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 713 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
782 {
783 op->destroy_inv (false);
784 op->destroy (); 714 op->destroy ();
785 }
786 715
787 op = above; 716 op = above;
788 } 717 }
789 } 718 }
790} 719}
791 720
721//-GPL
722
792bool 723bool
793maptile::_save_header (object_freezer &freezer) 724maptile::_save_header (object_freezer &freezer)
794{ 725{
795#define MAP_OUT(k) freezer.put (KW_ ## k, k) 726#define MAP_OUT(k) freezer.put (KW(k), k)
796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 727#define MAP_OUT2(k,v) freezer.put (KW(k), v)
797 728
798 MAP_OUT2 (arch, "map"); 729 MAP_OUT2 (arch, CS(map));
799 730
800 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
801 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
802 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
803 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
804 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
805 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
806
807 if (default_region) MAP_OUT2 (region, default_region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
808 740
809 if (shopitems) 741 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
810 {
811 char shop[MAX_BUF];
812 print_shop_string (this, shop);
813 MAP_OUT2 (shopitems, shop);
814 }
815
816 MAP_OUT (shopgreed); 742 MAP_OUT (shopgreed);
817 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
818 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
819 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
820 MAP_OUT (darkness); 746
821 MAP_OUT (width); 747 MAP_OUT (width);
822 MAP_OUT (height); 748 MAP_OUT (height);
823 MAP_OUT (enter_x); 749 MAP_OUT (enter_x);
824 MAP_OUT (enter_y); 750 MAP_OUT (enter_y);
825 751 MAP_OUT (darkness);
826 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
827 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
828
829 MAP_OUT (outdoor); 752 MAP_OUT (outdoor);
830 MAP_OUT (temp); 753
831 MAP_OUT (pressure); 754 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
832 MAP_OUT (humid); 755 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
833 MAP_OUT (windspeed);
834 MAP_OUT (winddir);
835 MAP_OUT (sky);
836 756
837 MAP_OUT (per_player); 757 MAP_OUT (per_player);
838 MAP_OUT (per_party); 758 MAP_OUT (per_party);
839 759
840 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 760 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
841 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
842 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
843 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
765 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
844 766
845 freezer.put (this); 767 freezer.put (this);
846 freezer.put (KW_end); 768 freezer.put (KW(end));
847 769
848 return true; 770 return true;
849} 771}
850 772
851bool 773bool
857 return false; 779 return false;
858 780
859 return freezer.save (path); 781 return freezer.save (path);
860} 782}
861 783
784//+GPL
785
862/* 786/*
863 * Remove and free all objects in the given map. 787 * Remove and free all objects in the given map.
864 */ 788 */
865void 789void
866maptile::clear () 790maptile::clear ()
867{ 791{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
871 if (spaces) 792 if (spaces)
872 { 793 {
873 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 794 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 while (object *op = ms->bot->head_ ()) 795 while (object *op = ms->bot)
875 { 796 {
876 op->destroy_inv (false); 797 // manually remove, as to not trigger anything
798 if (ms->bot = op->above)
799 ms->bot->below = 0;
800
801 op->flag [FLAG_REMOVED] = true;
802
803 object *head = op->head_ ();
804 if (op == head)
877 op->destroy (); 805 op->destroy ();
806 else if (head->map != op->map)
807 {
808 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
809 head->destroy ();
810 }
878 } 811 }
879 812
880 sfree (spaces, size ()), spaces = 0; 813 sfree0 (spaces, size ());
881 } 814 }
882 815
883 if (buttons) 816 if (buttons)
884 free_objectlinkpt (buttons), buttons = 0; 817 free_objectlinkpt (buttons), buttons = 0;
818
819 sfree0 (regions, size ());
820 delete [] regionmap; regionmap = 0;
885} 821}
886 822
887void 823void
888maptile::clear_header () 824maptile::clear_header ()
889{ 825{
891 msg = 0; 827 msg = 0;
892 maplore = 0; 828 maplore = 0;
893 shoprace = 0; 829 shoprace = 0;
894 delete [] shopitems, shopitems = 0; 830 delete [] shopitems, shopitems = 0;
895 831
896 for (int i = 0; i < 4; i++) 832 for (int i = 0; i < TILE_NUM; i++)
897 tile_path [i] = 0; 833 tile_path [i] = 0;
898} 834}
899 835
900maptile::~maptile () 836maptile::~maptile ()
901{ 837{
921 attachable::do_destroy (); 857 attachable::do_destroy ();
922 858
923 clear (); 859 clear ();
924} 860}
925 861
926/* 862/* decay and destroy perishable items in a map */
927 * Updates every button on the map (by calling update_button() for them). 863// TODO: should be done regularly, not on map load?
928 */
929void 864void
930maptile::update_buttons () 865maptile::do_decay_objects ()
931{ 866{
932 for (oblinkpt *obp = buttons; obp; obp = obp->next) 867 if (!spaces)
933 for (objectlink *ol = obp->link; ol; ol = ol->next) 868 return;
869
870 for (mapspace *ms = spaces + size (); ms-- > spaces; )
871 for (object *above, *op = ms->bot; op; op = above)
934 { 872 {
935 if (!ol->ob) 873 above = op->above;
874
875 // do not decay anything above unique floor tiles (yet :)
876 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
877 break;
878
879 bool destroy = 0;
880
881 if (op->flag [FLAG_IS_FLOOR]
882 || op->flag [FLAG_OBJ_ORIGINAL]
883 || op->flag [FLAG_UNIQUE]
884 || op->flag [FLAG_OVERLAY_FLOOR]
885 || op->flag [FLAG_UNPAID]
886 || op->is_alive ())
887 ; // do not decay
888 else if (op->is_weapon ())
936 { 889 {
937 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 890 op->stats.dam--;
938 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 891 if (op->stats.dam < 0)
939 continue; 892 destroy = 1;
940 } 893 }
941 894 else if (op->is_armor ())
942 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
943 { 895 {
944 update_button (ol->ob); 896 op->stats.ac--;
945 break; 897 if (op->stats.ac < 0)
898 destroy = 1;
946 } 899 }
900 else if (op->type == FOOD)
901 {
902 op->stats.food -= rndm (5, 20);
903 if (op->stats.food < 0)
904 destroy = 1;
905 }
906 else
907 {
908 int mat = op->materials;
909
910 if (mat & M_PAPER
911 || mat & M_LEATHER
912 || mat & M_WOOD
913 || mat & M_ORGANIC
914 || mat & M_CLOTH
915 || mat & M_LIQUID
916 || (mat & M_IRON && rndm (1, 5) == 1)
917 || (mat & M_GLASS && rndm (1, 2) == 1)
918 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
919 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
920 //|| (mat & M_ICE && temp > 32)
921 )
922 destroy = 1;
923 }
924
925 /* adjust overall chance below */
926 if (destroy && rndm (0, 1))
927 op->destroy ();
947 } 928 }
948} 929}
949 930
950/* 931/*
951 * This routine is supposed to find out the difficulty of the map. 932 * This routine is supposed to find out the difficulty of the map.
952 * difficulty does not have a lot to do with character level, 933 * difficulty does not have a lot to do with character level,
953 * but does have a lot to do with treasure on the map. 934 * but does have a lot to do with treasure on the map.
954 * 935 *
955 * Difficulty can now be set by the map creature. If the value stored 936 * Difficulty can now be set by the map creator. If the value stored
956 * in the map is zero, then use this routine. Maps should really 937 * in the map is zero, then use this routine. Maps should really
957 * have a difficulty set than using this function - human calculation 938 * have a difficulty set rather than using this function - human calculation
958 * is much better than this functions guesswork. 939 * is much better than this function's guesswork.
959 */ 940 */
960int 941int
961maptile::estimate_difficulty () const 942maptile::estimate_difficulty () const
962{ 943{
963 long monster_cnt = 0; 944 long monster_cnt = 0;
965 sint64 total_exp = 0; 946 sint64 total_exp = 0;
966 947
967 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 948 for (mapspace *ms = spaces + size (); ms-- > spaces; )
968 for (object *op = ms->bot; op; op = op->above) 949 for (object *op = ms->bot; op; op = op->above)
969 { 950 {
970 if (QUERY_FLAG (op, FLAG_MONSTER)) 951 if (op->flag [FLAG_MONSTER])
971 { 952 {
972 total_exp += op->stats.exp; 953 total_exp += op->stats.exp;
973 monster_cnt++; 954 monster_cnt++;
974 } 955 }
975 956
976 if (QUERY_FLAG (op, FLAG_GENERATOR)) 957 if (op->flag [FLAG_GENERATOR])
977 { 958 {
978 total_exp += op->stats.exp; 959 total_exp += op->stats.exp;
979 960
980 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 961 if (archetype *at = op->other_arch)
962 {
981 total_exp += at->clone.stats.exp * 8; 963 total_exp += at->stats.exp * 8;
982
983 monster_cnt++; 964 monster_cnt++;
965 }
966
967 for (object *inv = op->inv; inv; inv = inv->below)
968 {
969 total_exp += op->stats.exp * 8;
970 monster_cnt++;
971 }
984 } 972 }
985 } 973 }
986 974
987 avgexp = (double) total_exp / monster_cnt; 975 avgexp = (double) total_exp / monster_cnt;
988 976
1001 * postive values make it darker, negative make it brighter 989 * postive values make it darker, negative make it brighter
1002 */ 990 */
1003int 991int
1004maptile::change_map_light (int change) 992maptile::change_map_light (int change)
1005{ 993{
1006 int new_level = darkness + change;
1007
1008 /* Nothing to do */ 994 /* Nothing to do */
1009 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 995 if (!change)
1010 return 0; 996 return 0;
1011 997
1012 /* inform all players on the map */ 998 /* inform all players on the map */
1013 if (change > 0) 999 if (change > 0)
1014 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1000 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1015 else 1001 else
1016 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1002 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1017 1003
1018 /* Do extra checking. since darkness is a unsigned value, 1004 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1019 * we need to be extra careful about negative values.
1020 * In general, the checks below are only needed if change
1021 * is not +/-1
1022 */
1023 if (new_level < 0)
1024 darkness = 0;
1025 else if (new_level >= MAX_DARKNESS)
1026 darkness = MAX_DARKNESS;
1027 else
1028 darkness = new_level;
1029 1005
1030 /* All clients need to get re-updated for the change */ 1006 /* All clients need to get re-updated for the change */
1031 update_all_map_los (this); 1007 update_all_map_los (this);
1008
1032 return 1; 1009 return 1;
1033} 1010}
1034 1011
1035/* 1012/*
1036 * This function updates various attributes about a specific space 1013 * This function updates various attributes about a specific space
1039 * through, etc) 1016 * through, etc)
1040 */ 1017 */
1041void 1018void
1042mapspace::update_ () 1019mapspace::update_ ()
1043{ 1020{
1044 object *tmp, *last = 0; 1021 object *last = 0;
1045 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1022 uint8 flags = P_UPTODATE;
1023 sint8 light = 0;
1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1024 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1025 uint64_t volume = 0;
1026 uint32_t items = 0;
1027 object *anywhere = 0;
1028 uint8_t middle_visibility = 0;
1047 1029
1048 //object *middle = 0; 1030 //object *middle = 0;
1049 //object *top = 0; 1031 //object *top = 0;
1050 //object *floor = 0; 1032 //object *floor = 0;
1051 // this seems to generate better code than using locals, above 1033 // this seems to generate better code than using locals, above
1052 object *&top = faces_obj[0] = 0; 1034 object *&top = faces_obj[0] = 0;
1053 object *&middle = faces_obj[1] = 0; 1035 object *&middle = faces_obj[1] = 0;
1054 object *&floor = faces_obj[2] = 0; 1036 object *&floor = faces_obj[2] = 0;
1055 1037
1038 object::flags_t allflags; // all flags of all objects or'ed together
1039
1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1040 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1057 { 1041 {
1058 /* This could be made additive I guess (two lights better than 1042 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1059 * one). But if so, it shouldn't be a simple additive - 2
1060 * light bulbs do not illuminate twice as far as once since
1061 * it is a dissapation factor that is cubed.
1062 */
1063 if (tmp->glow_radius > light)
1064 light = tmp->glow_radius; 1043 light += tmp->glow_radius;
1065 1044
1066 /* This call is needed in order to update objects the player 1045 /* This call is needed in order to update objects the player
1067 * is standing in that have animations (ie, grass, fire, etc). 1046 * is standing in that have animations (ie, grass, fire, etc).
1068 * However, it also causes the look window to be re-drawn 1047 * However, it also causes the look window to be re-drawn
1069 * 3 times each time the player moves, because many of the 1048 * 3 times each time the player moves, because many of the
1070 * functions the move_player calls eventualy call this. 1049 * functions the move_player calls eventualy call this.
1071 * 1050 *
1072 * Always put the player down for drawing. 1051 * Always put the player down for drawing.
1073 */ 1052 */
1074 if (!tmp->invisible) 1053 if (expect_true (!tmp->invisible))
1075 { 1054 {
1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1055 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1077 top = tmp; 1056 top = tmp;
1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1057 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1079 { 1058 {
1080 /* If we got a floor, that means middle and top were below it, 1059 /* If we got a floor, that means middle and top were below it,
1081 * so should not be visible, so we clear them. 1060 * so should not be visible, so we clear them.
1082 */ 1061 */
1083 middle = 0; 1062 middle = 0;
1084 top = 0; 1063 top = 0;
1085 floor = tmp; 1064 floor = tmp;
1065 volume = 0;
1066 items = 0;
1086 } 1067 }
1087 /* Flag anywhere have high priority */ 1068 else
1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1089 { 1069 {
1070 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1071 {
1072 ++items;
1073 volume += tmp->volume ();
1074 }
1075
1076 /* Flag anywhere have high priority */
1077 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1078 anywhere = tmp;
1079
1080 /* Find the highest visible face around. If equal
1081 * visibilities, we still want the one nearer to the
1082 * top
1083 */
1084 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1085 {
1086 middle_visibility = ::faces [tmp->face].visibility;
1090 middle = tmp; 1087 middle = tmp;
1091 anywhere = 1; 1088 }
1092 } 1089 }
1093 /* Find the highest visible face around. If equal
1094 * visibilities, we still want the one nearer to the
1095 * top
1096 */
1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1098 middle = tmp;
1099 }
1100
1101 if (tmp == tmp->above)
1102 {
1103 LOG (llevError, "Error in structure of map\n");
1104 exit (-1);
1105 } 1090 }
1106 1091
1107 move_slow |= tmp->move_slow; 1092 move_slow |= tmp->move_slow;
1108 move_block |= tmp->move_block; 1093 move_block |= tmp->move_block;
1109 move_on |= tmp->move_on; 1094 move_on |= tmp->move_on;
1110 move_off |= tmp->move_off; 1095 move_off |= tmp->move_off;
1111 move_allow |= tmp->move_allow; 1096 move_allow |= tmp->move_allow;
1112 1097
1113 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1098 allflags |= tmp->flag;
1114 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1099
1115 if (tmp->type == PLAYER) flags |= P_PLAYER; 1100 if (tmp->type == PLAYER) flags |= P_PLAYER;
1116 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1101 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1117 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1118 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1119 } 1102 }
1120 1103
1121 this->light = light; 1104 // FLAG_SEE_ANYWHERE takes precedence
1105 if (anywhere)
1106 middle = anywhere;
1107
1108 // ORing all flags together and checking them here is much faster
1109 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1110 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1111 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1112 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1113
1114 this->light = min (light, MAX_LIGHT_RADIUS);
1122 this->flags_ = flags; 1115 this->flags_ = flags;
1123 this->move_block = move_block & ~move_allow; 1116 this->move_block = move_block & ~move_allow;
1124 this->move_on = move_on; 1117 this->move_on = move_on;
1125 this->move_off = move_off; 1118 this->move_off = move_off;
1126 this->move_slow = move_slow; 1119 this->move_slow = move_slow;
1120 this->volume_ = (volume + 1023) / 1024;
1121 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1127 1122
1128 /* At this point, we have a floor face (if there is a floor), 1123 /* At this point, we have a floor face (if there is a floor),
1129 * and the floor is set - we are not going to touch it at 1124 * and the floor is set - we are not going to touch it at
1130 * this point. 1125 * this point.
1131 * middle contains the highest visibility face. 1126 * middle contains the highest visibility face.
1146 * 1) top face is set, need middle to be set. 1141 * 1) top face is set, need middle to be set.
1147 * 2) middle is set, need to set top. 1142 * 2) middle is set, need to set top.
1148 * 3) neither middle or top is set - need to set both. 1143 * 3) neither middle or top is set - need to set both.
1149 */ 1144 */
1150 1145
1151 for (tmp = last; tmp; tmp = tmp->below) 1146 for (object *tmp = last; tmp; tmp = tmp->below)
1152 { 1147 {
1153 /* Once we get to a floor, stop, since we already have a floor object */ 1148 /* Once we get to a floor, stop, since we already have a floor object */
1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1149 if (tmp->flag [FLAG_IS_FLOOR])
1155 break; 1150 break;
1156 1151
1157 /* If two top faces are already set, quit processing */ 1152 /* If two top faces are already set, quit processing */
1158 if (top && middle) 1153 if (top && middle)
1159 break; 1154 break;
1197 faces_obj [1] = middle; 1192 faces_obj [1] = middle;
1198 faces_obj [2] = floor; 1193 faces_obj [2] = floor;
1199#endif 1194#endif
1200} 1195}
1201 1196
1202uint64 1197maptile *
1203mapspace::volume () const 1198maptile::tile_available (int dir, bool load)
1204{ 1199{
1205 uint64 vol = 0; 1200 if (tile_path[dir])
1206
1207 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208 vol += op->volume ();
1209
1210 return vol;
1211}
1212
1213/* this updates the orig_map->tile_map[tile_num] value after finding
1214 * the map. It also takes care of linking back the freshly found
1215 * maps tile_map values if it tiles back to this one. It returns
1216 * the value of orig_map->tile_map[tile_num].
1217 */
1218static inline maptile *
1219find_and_link (maptile *orig_map, int tile_num)
1220{
1221 maptile *mp = orig_map->tile_map [tile_num];
1222
1223 if (!mp)
1224 {
1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1226
1227 if (!mp)
1228 {
1229 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1230 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1231 &orig_map->tile_path[tile_num], &orig_map->path);
1232 mp = new maptile (1, 1);
1233 mp->alloc ();
1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1236 } 1201 {
1202 // map is there and we don't need to load it OR it's loaded => return what we have
1203 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1204 return tile_map[dir];
1237 1205
1238 int dest_tile = (tile_num + 2) % 4; 1206 // well, try to locate it then, if possible - maybe it's there already
1207 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1208 return tile_map[dir];
1209 }
1239 1210
1240 orig_map->tile_map [tile_num] = mp;
1241
1242 // optimisation: back-link map to origin map if euclidean
1243 //TODO: non-euclidean maps MUST GO
1244 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1245 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1246
1247 return mp; 1211 return 0;
1248}
1249
1250static inline void
1251load_and_link (maptile *orig_map, int tile_num)
1252{
1253 find_and_link (orig_map, tile_num)->load_sync ();
1254} 1212}
1255 1213
1256/* this returns TRUE if the coordinates (x,y) are out of 1214/* this returns TRUE if the coordinates (x,y) are out of
1257 * map m. This function also takes into account any 1215 * map m. This function also takes into account any
1258 * tiling considerations, loading adjacant maps as needed. 1216 * tiling considerations, loading adjacant maps as needed.
1271 if (!m) 1229 if (!m)
1272 return 0; 1230 return 0;
1273 1231
1274 if (x < 0) 1232 if (x < 0)
1275 { 1233 {
1276 if (!m->tile_path[3]) 1234 if (!m->tile_available (3))
1277 return 1; 1235 return 1;
1278 1236
1279 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1280 find_and_link (m, 3);
1281
1282 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1237 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1283 } 1238 }
1284 1239
1285 if (x >= m->width) 1240 if (x >= m->width)
1286 { 1241 {
1287 if (!m->tile_path[1]) 1242 if (!m->tile_available (1))
1288 return 1; 1243 return 1;
1289 1244
1290 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1291 find_and_link (m, 1);
1292
1293 return out_of_map (m->tile_map[1], x - m->width, y); 1245 return out_of_map (m->tile_map[1], x - m->width, y);
1294 } 1246 }
1295 1247
1296 if (y < 0) 1248 if (y < 0)
1297 { 1249 {
1298 if (!m->tile_path[0]) 1250 if (!m->tile_available (0))
1299 return 1; 1251 return 1;
1300 1252
1301 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1302 find_and_link (m, 0);
1303
1304 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1253 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1305 } 1254 }
1306 1255
1307 if (y >= m->height) 1256 if (y >= m->height)
1308 { 1257 {
1309 if (!m->tile_path[2]) 1258 if (!m->tile_available (2))
1310 return 1; 1259 return 1;
1311
1312 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1313 find_and_link (m, 2);
1314 1260
1315 return out_of_map (m->tile_map[2], x, y - m->height); 1261 return out_of_map (m->tile_map[2], x, y - m->height);
1316 } 1262 }
1317 1263
1318 /* Simple case - coordinates are within this local 1264 /* Simple case - coordinates are within this local
1332maptile * 1278maptile *
1333maptile::xy_find (sint16 &x, sint16 &y) 1279maptile::xy_find (sint16 &x, sint16 &y)
1334{ 1280{
1335 if (x < 0) 1281 if (x < 0)
1336 { 1282 {
1337 if (!tile_path[3]) 1283 if (!tile_available (3))
1338 return 0; 1284 return 0;
1339 1285
1340 find_and_link (this, 3);
1341 x += tile_map[3]->width; 1286 x += tile_map[3]->width;
1342 return tile_map[3]->xy_find (x, y); 1287 return tile_map[3]->xy_find (x, y);
1343 } 1288 }
1344 1289
1345 if (x >= width) 1290 if (x >= width)
1346 { 1291 {
1347 if (!tile_path[1]) 1292 if (!tile_available (1))
1348 return 0; 1293 return 0;
1349 1294
1350 find_and_link (this, 1);
1351 x -= width; 1295 x -= width;
1352 return tile_map[1]->xy_find (x, y); 1296 return tile_map[1]->xy_find (x, y);
1353 } 1297 }
1354 1298
1355 if (y < 0) 1299 if (y < 0)
1356 { 1300 {
1357 if (!tile_path[0]) 1301 if (!tile_available (0))
1358 return 0; 1302 return 0;
1359 1303
1360 find_and_link (this, 0);
1361 y += tile_map[0]->height; 1304 y += tile_map[0]->height;
1362 return tile_map[0]->xy_find (x, y); 1305 return tile_map[0]->xy_find (x, y);
1363 } 1306 }
1364 1307
1365 if (y >= height) 1308 if (y >= height)
1366 { 1309 {
1367 if (!tile_path[2]) 1310 if (!tile_available (2))
1368 return 0; 1311 return 0;
1369 1312
1370 find_and_link (this, 2);
1371 y -= height; 1313 y -= height;
1372 return tile_map[2]->xy_find (x, y); 1314 return tile_map[2]->xy_find (x, y);
1373 } 1315 }
1374 1316
1375 /* Simple case - coordinates are within this local 1317 /* Simple case - coordinates are within this local
1381/** 1323/**
1382 * Return whether map2 is adjacent to map1. If so, store the distance from 1324 * Return whether map2 is adjacent to map1. If so, store the distance from
1383 * map1 to map2 in dx/dy. 1325 * map1 to map2 in dx/dy.
1384 */ 1326 */
1385int 1327int
1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1328adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1387{ 1329{
1388 if (!map1 || !map2) 1330 if (!map1 || !map2)
1389 return 0; 1331 return 0;
1390 1332
1391 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1333 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1392 //fix: compare paths instead (this is likely faster, too!) 1334 //fix: compare paths instead (this is likely faster, too!)
1393 if (map1 == map2) 1335 if (map1 == map2)
1394 { 1336 {
1395 *dx = 0; 1337 *dx = 0;
1396 *dy = 0; 1338 *dy = 0;
1397 } 1339 }
1398 else if (map1->tile_map[0] == map2) 1340 else if (map1->tile_available (TILE_NORTH, false) == map2)
1399 { /* up */ 1341 {
1400 *dx = 0; 1342 *dx = 0;
1401 *dy = -map2->height; 1343 *dy = -map2->height;
1402 } 1344 }
1403 else if (map1->tile_map[1] == map2) 1345 else if (map1->tile_available (TILE_EAST , false) == map2)
1404 { /* right */ 1346 {
1405 *dx = map1->width; 1347 *dx = map1->width;
1406 *dy = 0; 1348 *dy = 0;
1407 } 1349 }
1408 else if (map1->tile_map[2] == map2) 1350 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1409 { /* down */ 1351 {
1410 *dx = 0; 1352 *dx = 0;
1411 *dy = map1->height; 1353 *dy = map1->height;
1412 } 1354 }
1413 else if (map1->tile_map[3] == map2) 1355 else if (map1->tile_available (TILE_WEST , false) == map2)
1414 { /* left */ 1356 {
1415 *dx = -map2->width; 1357 *dx = -map2->width;
1416 *dy = 0; 1358 *dy = 0;
1417 } 1359 }
1418 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1360 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1419 { /* up right */ 1361 { /* up right */
1420 *dx = map1->tile_map[0]->width; 1362 *dx = +map1->tile_map[TILE_NORTH]->width;
1421 *dy = -map1->tile_map[0]->height; 1363 *dy = -map1->tile_map[TILE_NORTH]->height;
1422 } 1364 }
1423 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1365 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1424 { /* up left */ 1366 { /* up left */
1425 *dx = -map2->width; 1367 *dx = -map2->width;
1426 *dy = -map1->tile_map[0]->height; 1368 *dy = -map1->tile_map[TILE_NORTH]->height;
1427 } 1369 }
1428 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1370 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1429 { /* right up */ 1371 { /* right up */
1430 *dx = map1->width; 1372 *dx = +map1->width;
1431 *dy = -map2->height; 1373 *dy = -map2->height;
1432 } 1374 }
1433 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1375 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1434 { /* right down */ 1376 { /* right down */
1435 *dx = map1->width; 1377 *dx = +map1->width;
1436 *dy = map1->tile_map[1]->height; 1378 *dy = +map1->tile_map[TILE_EAST]->height;
1437 } 1379 }
1438 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1380 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1439 { /* down right */ 1381 { /* down right */
1440 *dx = map1->tile_map[2]->width; 1382 *dx = +map1->tile_map[TILE_SOUTH]->width;
1441 *dy = map1->height; 1383 *dy = +map1->height;
1442 } 1384 }
1443 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1385 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1444 { /* down left */ 1386 { /* down left */
1445 *dx = -map2->width; 1387 *dx = -map2->width;
1446 *dy = map1->height; 1388 *dy = +map1->height;
1447 } 1389 }
1448 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1390 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1449 { /* left up */ 1391 { /* left up */
1450 *dx = -map1->tile_map[3]->width; 1392 *dx = -map1->tile_map[TILE_WEST]->width;
1451 *dy = -map2->height; 1393 *dy = -map2->height;
1452 } 1394 }
1453 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1395 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1454 { /* left down */ 1396 { /* left down */
1455 *dx = -map1->tile_map[3]->width; 1397 *dx = -map1->tile_map[TILE_WEST]->width;
1456 *dy = map1->tile_map[3]->height; 1398 *dy = +map1->tile_map[TILE_WEST]->height;
1457 } 1399 }
1458 else 1400 else
1459 return 0; 1401 return 0;
1460 1402
1461 return 1; 1403 return 1;
1497 * 1439 *
1498 * currently, the only flag supported (0x1) is don't translate for 1440 * currently, the only flag supported (0x1) is don't translate for
1499 * closest body part of 'op1' 1441 * closest body part of 'op1'
1500 */ 1442 */
1501void 1443void
1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1444get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1503{ 1445{
1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1446 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1505 { 1447 {
1506 /* be conservative and fill in _some_ data */ 1448 /* be conservative and fill in _some_ data */
1507 retval->distance = 10000; 1449 retval->distance = 10000;
1508 retval->distance_x = 10000; 1450 retval->distance_x = 10000;
1509 retval->distance_y = 10000; 1451 retval->distance_y = 10000;
1510 retval->direction = 0; 1452 retval->direction = 0;
1511 retval->part = 0; 1453 retval->part = 0;
1512 } 1454 }
1513 else 1455 else
1514 { 1456 {
1515 object *best;
1516
1517 retval->distance_x += op2->x - op1->x; 1457 retval->distance_x += op2->x - op1->x;
1518 retval->distance_y += op2->y - op1->y; 1458 retval->distance_y += op2->y - op1->y;
1519 1459
1520 best = op1; 1460 object *best = op1;
1461
1521 /* If this is multipart, find the closest part now */ 1462 /* If this is multipart, find the closest part now */
1522 if (!(flags & 0x1) && op1->more) 1463 if (!(flags & 1) && op1->more)
1523 { 1464 {
1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1465 int best_distance = idistance (retval->distance_x, retval->distance_y);
1525 1466
1526 /* we just take the offset of the piece to head to figure 1467 /* we just take the offset of the piece to head to figure
1527 * distance instead of doing all that work above again 1468 * distance instead of doing all that work above again
1528 * since the distance fields we set above are positive in the 1469 * since the distance fields we set above are positive in the
1529 * same axis as is used for multipart objects, the simply arithmetic 1470 * same axis as is used for multipart objects, the simply arithmetic
1530 * below works. 1471 * below works.
1531 */ 1472 */
1532 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1473 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1533 { 1474 {
1534 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1475 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1535 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1476
1536 if (tmpi < best_distance) 1477 if (tmpi < best_distance)
1537 { 1478 {
1538 best_distance = tmpi; 1479 best_distance = tmpi;
1539 best = tmp; 1480 best = tmp;
1540 } 1481 }
1541 } 1482 }
1542 1483
1543 if (best != op1) 1484 if (best != op1)
1544 { 1485 {
1545 retval->distance_x += op1->x - best->x; 1486 retval->distance_x += op1->x - best->x;
1546 retval->distance_y += op1->y - best->y; 1487 retval->distance_y += op1->y - best->y;
1547 } 1488 }
1548 } 1489 }
1549 1490
1550 retval->part = best; 1491 retval->part = best;
1551 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1492 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1493 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1553 } 1494 }
1554} 1495}
1555 1496
1556/* this is basically the same as get_rangevector above, but instead of 1497/* this is basically the same as get_rangevector above, but instead of
1557 * the first parameter being an object, it instead is the map 1498 * the first parameter being an object, it instead is the map
1562 * be more consistant with the above function and also in case they are needed 1503 * be more consistant with the above function and also in case they are needed
1563 * for something in the future. Also, since no object is pasted, the best 1504 * for something in the future. Also, since no object is pasted, the best
1564 * field of the rv_vector is set to NULL. 1505 * field of the rv_vector is set to NULL.
1565 */ 1506 */
1566void 1507void
1567get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1508get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1568{ 1509{
1569 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1510 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1570 { 1511 {
1571 /* be conservative and fill in _some_ data */ 1512 /* be conservative and fill in _some_ data */
1572 retval->distance = 100000; 1513 retval->distance = 100000;
1573 retval->distance_x = 32767; 1514 retval->distance_x = 32767;
1574 retval->distance_y = 32767; 1515 retval->distance_y = 32767;
1575 retval->direction = 0; 1516 retval->direction = 0;
1576 retval->part = 0; 1517 retval->part = 0;
1577 } 1518 }
1578 else 1519 else
1579 { 1520 {
1580 retval->distance_x += op2->x - x; 1521 retval->distance_x += op2->x - x;
1581 retval->distance_y += op2->y - y; 1522 retval->distance_y += op2->y - y;
1582 1523
1583 retval->part = NULL; 1524 retval->part = 0;
1584 retval->distance = idistance (retval->distance_x, retval->distance_y); 1525 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1526 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1586 } 1527 }
1587} 1528}
1588 1529
1589/* Returns true of op1 and op2 are effectively on the same map 1530/* Returns true of op1 and op2 are effectively on the same map
1590 * (as related to map tiling). Note that this looks for a path from 1531 * (as related to map tiling). Note that this looks for a path from
1600 int dx, dy; 1541 int dx, dy;
1601 1542
1602 return adjacent_map (op1->map, op2->map, &dx, &dy); 1543 return adjacent_map (op1->map, op2->map, &dx, &dy);
1603} 1544}
1604 1545
1546//-GPL
1547
1605object * 1548object *
1606maptile::insert (object *op, int x, int y, object *originator, int flags) 1549maptile::insert (object *op, int x, int y, object *originator, int flags)
1607{ 1550{
1608 if (!op->flag [FLAG_REMOVED])
1609 op->remove ();
1610
1611 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1551 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1612} 1552}
1613 1553
1614region * 1554region *
1615maptile::region (int x, int y) const 1555maptile::region (int x, int y) const
1624 return default_region; 1564 return default_region;
1625 1565
1626 return ::region::default_region (); 1566 return ::region::default_region ();
1627} 1567}
1628 1568
1569//+GPL
1570
1629/* picks a random object from a style map. 1571/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */ 1572 */
1633object * 1573object *
1634maptile::pick_random_object () const 1574maptile::pick_random_object (rand_gen &gen) const
1635{ 1575{
1636 /* while returning a null object will result in a crash, that 1576 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because 1577 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash. 1578 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make 1579 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me. 1580 * any difference, but this seems clearer to me.
1641 */ 1581 */
1642 for (int i = 1000; --i;) 1582 for (int i = 1000; --i;)
1643 { 1583 {
1644 object *pick = at (rndm (width), rndm (height)).bot; 1584 object *pick = at (gen (width), gen (height)).bot;
1645 1585
1646 // do not prefer big monsters just because they are big. 1586 // must be head: do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick) 1587 if (pick && pick->is_head ())
1648 return pick->head_ (); 1588 return pick;
1649 } 1589 }
1650 1590
1651 // instead of crashing in the unlikely(?) case, try to return *something* 1591 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked"); 1592 return archetype::find (shstr_bug);
1653} 1593}
1654 1594
1595//-GPL
1596
1597void
1598maptile::play_sound (faceidx sound, int x, int y) const
1599{
1600 if (!sound)
1601 return;
1602
1603 for_all_players_on_map (pl, this)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->play_sound (sound, dx, dy);
1613 }
1614}
1615
1616void
1617maptile::say_msg (const char *msg, int x, int y) const
1618{
1619 for_all_players (pl)
1620 if (client *ns = pl->ns)
1621 {
1622 int dx = x - pl->ob->x;
1623 int dy = y - pl->ob->y;
1624
1625 int distance = idistance (dx, dy);
1626
1627 if (distance <= MAX_SOUND_DISTANCE)
1628 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1629 }
1630}
1631
1632dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1633
1634static void
1635split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1636{
1637 // clip to map to the left
1638 if (x0 < 0)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1641 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1642
1643 if (x1 < 0) // entirely to the left
1644 return;
1645
1646 x0 = 0;
1647 }
1648
1649 // clip to map to the right
1650 if (x1 > m->width)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1653 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1654
1655 if (x0 > m->width) // entirely to the right
1656 return;
1657
1658 x1 = m->width;
1659 }
1660
1661 // clip to map above
1662 if (y0 < 0)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1665 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1666
1667 if (y1 < 0) // entirely above
1668 return;
1669
1670 y0 = 0;
1671 }
1672
1673 // clip to map below
1674 if (y1 > m->height)
1675 {
1676 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1677 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1678
1679 if (y0 > m->height) // entirely below
1680 return;
1681
1682 y1 = m->height;
1683 }
1684
1685 // if we get here, the rect is within the current map
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687
1688 r->m = m;
1689 r->x0 = x0;
1690 r->y0 = y0;
1691 r->x1 = x1;
1692 r->y1 = y1;
1693 r->dx = dx;
1694 r->dy = dy;
1695}
1696
1697maprect *
1698maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1699{
1700 buf.clear ();
1701
1702 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1703
1704 // add end marker
1705 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1706 r->m = 0;
1707
1708 return (maprect *)buf.linearise ();
1709}
1710

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