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Comparing deliantra/server/common/map.C (file contents):
Revision 1.112 by root, Thu Jul 12 18:48:20 2007 UTC vs.
Revision 1.204 by root, Wed May 4 07:36:40 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 28#include "path.h"
32 29
33/* 30//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 31
47/* 32sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 assign (buf, create_pathname (name));
73 else
74 assign (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 33
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
102 * 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
137 * by the caller. 72 * by the caller.
138 */ 73 */
139int 74int
140blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 76{
142 object *tmp;
143 int mflags, blocked;
144
145 /* 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
146 * have already checked this. 78 * have already checked this.
147 */ 79 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 81 {
150 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");
151 return 1; 83 return 1;
152 } 84 }
153 85
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 87
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
160 90
161 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 93 * things we need to do for players.
164 */ 94 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
166 return 0; 96 return 0;
167 97
168 /* 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
169 * 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
170 * 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
171 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
180 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 116 {
187 117 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
198 return 1; 131 return 1;
199 else 132 }
200 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything
217 * movement, can't move here.
218 * second - if a monster, can't move there, unless it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 150
224 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR 152 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
229 return 1; 154 return 1;
230 } 155 }
231
232 } 156 }
157
233 return 0; 158 return 0;
234} 159}
235 160
236/* 161/*
237 * 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
238 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
239 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
240 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
241 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
242 * 167 *
243 * 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.
244 * 169 *
245 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
246 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
257 * 182 *
258 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
259 * 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
260 * against the move_block values. 185 * against the move_block values.
261 */ 186 */
262int 187bool
263ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
264{ 189{
265 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
266 int flag;
267 maptile *m1;
268 sint16 sx, sy;
269
270 if (!ob)
271 {
272 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
273 if (flag & P_OUT_OF_MAP)
274 return P_OUT_OF_MAP;
275
276 /* don't have object, so don't know what types would block */
277 return m1->at (sx, sy).move_block;
278 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
279 193
280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 194 if (!pos.normalise ())
281 { 195 return 1;
282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
283 196
284 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
285 return P_OUT_OF_MAP; 198
286 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
287 return P_IS_ALIVE; 200 return 1;
288 201
289 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
290 203 * (signifying non-moving objects)
291 /* find_first_free_spot() calls this function. However, often
292 * ob doesn't have any move type (when used to place exits)
293 * 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.
294 */ 205 */
295
296 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
297 continue; 207 continue;
298 208
299 /* 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
300 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
301 */ 211 */
302 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
303 return P_NO_PASS; 213 return 1;
304 } 214 }
305 215
306 return 0; 216 return 0;
307} 217}
308 218
309/* When the map is loaded, load_object does not actually insert objects 219//-GPL
310 * into inventory, but just links them. What this does is go through
311 * and insert them properly.
312 * The object 'container' is the object that contains the inventory.
313 * This is needed so that we can update the containers weight.
314 */
315void
316fix_container (object *container)
317{
318 object *tmp = container->inv, *next;
319
320 container->inv = 0;
321 while (tmp)
322 {
323 next = tmp->below;
324 if (tmp->inv)
325 fix_container (tmp);
326
327 insert_ob_in_ob (tmp, container);
328 tmp = next;
329 }
330
331 /* sum_weight will go through and calculate what all the containers are
332 * carrying.
333 */
334 sum_weight (container);
335}
336 220
337void 221void
338maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
339{ 223{
340 if (!spaces) 224 if (!spaces)
342 226
343 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
346} 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
347 259
348/* 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
349 * 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
350 * 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
351 * they are saved). 263 * they are saved).
379 op = op->above; 291 op = op->above;
380 } 292 }
381 } 293 }
382} 294}
383 295
296//-GPL
297
384/* 298/*
385 * 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
386 * file pointer. 300 * file pointer.
387 */ 301 */
388bool 302bool
389maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
390{ 304{
391 for (;;) 305 for (;;)
392 { 306 {
393 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
394 308
395 switch (f.kw) 309 switch (f.kw)
396 { 310 {
397 case KW_arch: 311 case KW_arch:
398 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
399 { 313 {
314 // TODO: why?
400 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
401 sum_weight (op); 318 op->update_weight ();
319 }
402 320
403 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 }
404 } 344 }
405 345
406 continue; 346 continue;
407 347
408 case KW_EOF: 348 case KW_EOF:
421} 361}
422 362
423void 363void
424maptile::activate () 364maptile::activate ()
425{ 365{
426 active = true; 366 if (in_memory != MAP_INACTIVE)
367 return;
427 368
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
431 op->activate_recursive (); 371 op->activate_recursive ();
372
373 in_memory = MAP_ACTIVE;
432} 374}
433 375
434void 376void
435maptile::deactivate () 377maptile::deactivate ()
436{ 378{
437 active = false; 379 if (in_memory != MAP_ACTIVE)
380 return;
438 381
439 if (spaces)
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
442 op->deactivate_recursive (); 384 op->deactivate_recursive ();
385
386 in_memory = MAP_INACTIVE;
443} 387}
444 388
445bool 389bool
446maptile::_save_objects (object_freezer &f, int flags) 390maptile::_save_objects (object_freezer &f, int flags)
447{ 391{
453 if (!spaces) 397 if (!spaces)
454 return false; 398 return false;
455 399
456 for (int i = 0; i < size (); ++i) 400 for (int i = 0; i < size (); ++i)
457 { 401 {
458 int unique = 0; 402 bool unique = 0;
403
459 for (object *op = spaces [i].bot; op; op = op->above) 404 for (object *op = spaces [i].bot; op; op = op->above)
460 { 405 {
461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
462 unique = 1;
463 407
464 if (!op->can_map_save ()) 408 if (expect_false (!op->can_map_save ()))
465 continue; 409 continue;
466 410
467 if (unique || op->flag [FLAG_UNIQUE]) 411 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
468 { 412 {
469 if (flags & IO_UNIQUES) 413 if (flags & IO_UNIQUES)
470 op->write (f); 414 op->write (f);
471 } 415 }
472 else if (flags & IO_OBJECTS) 416 else if (expect_true (flags & IO_OBJECTS))
473 op->write (f); 417 op->write (f);
474 } 418 }
475 } 419 }
476 420
477 coroapi::cede_to_tick (); 421 coroapi::cede_to_tick ();
478 422
479 return true; 423 return true;
480} 424}
481 425
482bool 426bool
483maptile::_load_objects (const char *path, bool skip_header)
484{
485 object_thawer f (path);
486
487 if (!f)
488 return false;
489
490 f.next ();
491
492 if (skip_header)
493 for (;;)
494 {
495 keyword kw = f.kw;
496 f.skip ();
497 if (kw == KW_end)
498 break;
499 }
500
501 return _load_objects (f);
502}
503
504bool
505maptile::_save_objects (const char *path, int flags) 427maptile::_save_objects (const char *path, int flags)
506{ 428{
507 object_freezer freezer; 429 object_freezer freezer;
508 430
509 if (!_save_objects (freezer, flags)) 431 if (!_save_objects (freezer, flags))
510 return false; 432 return false;
511 433
512 return freezer.save (path); 434 return freezer.save (path);
513} 435}
514 436
515maptile::maptile () 437void
438maptile::init ()
516{ 439{
517 in_memory = MAP_SWAPPED; 440 in_memory = MAP_SWAPPED;
518 441
519 /* The maps used to pick up default x and y values from the 442 /* The maps used to pick up default x and y values from the
520 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
521 */ 444 */
522 width = 16; 445 width = 16;
523 height = 16; 446 height = 16;
524 timeout = 300; 447 timeout = 300;
525 max_nrof = 1000; // 1000 items of anything 448 max_items = MAX_ITEM_PER_ACTION;
526 max_volume = 2000000; // 2m³ 449 max_volume = 2000000; // 2m³
527}
528
529maptile::maptile (int w, int h)
530{
531 in_memory = MAP_SWAPPED;
532
533 width = w;
534 height = h;
535 reset_timeout = 0; 450 reset_timeout = 0;
536 timeout = 300;
537 enter_x = 0; 451 enter_x = 0;
538 enter_y = 0; 452 enter_y = 0;
453}
454
455maptile::maptile ()
456{
457 init ();
458}
459
460maptile::maptile (int w, int h)
461{
462 init ();
463
464 width = w;
465 height = h;
539 466
540 alloc (); 467 alloc ();
541} 468}
542 469
543/* 470/*
551 if (spaces) 478 if (spaces)
552 return; 479 return;
553 480
554 spaces = salloc0<mapspace> (size ()); 481 spaces = salloc0<mapspace> (size ());
555} 482}
483
484//+GPL
556 485
557/* Takes a string from a map definition and outputs a pointer to the array of shopitems 486/* Takes a string from a map definition and outputs a pointer to the array of shopitems
558 * corresponding to that string. Memory is allocated for this, it must be freed 487 * corresponding to that string. Memory is allocated for this, it must be freed
559 * at a later date. 488 * at a later date.
560 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
637 return items; 566 return items;
638} 567}
639 568
640/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
641 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
642static void 571static const char *
643print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
644{ 573{
645 int i; 574 static dynbuf_text buf; buf.clear ();
646 char tmp[MAX_BUF]; 575 bool first = true;
647 576
648 strcpy (output_string, "");
649 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
650 { 578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
651 if (m->shopitems[i].typenum) 584 if (m->shopitems[i].typenum)
652 { 585 {
653 if (m->shopitems[i].strength) 586 if (m->shopitems[i].strength)
654 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 587 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
655 else 588 else
656 sprintf (tmp, "%s;", m->shopitems[i].name); 589 buf.printf ("%s", m->shopitems[i].name);
657 } 590 }
658 else 591 else
659 { 592 {
660 if (m->shopitems[i].strength) 593 if (m->shopitems[i].strength)
661 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 594 buf.printf ("*:%d", m->shopitems[i].strength);
662 else 595 else
663 sprintf (tmp, "*"); 596 buf.printf ("*");
664 } 597 }
665
666 strcat (output_string, tmp);
667 } 598 }
599
600 return buf;
668} 601}
602
603//-GPL
669 604
670/* This loads the header information of the map. The header 605/* This loads the header information of the map. The header
671 * contains things like difficulty, size, timeout, etc. 606 * contains things like difficulty, size, timeout, etc.
672 * this used to be stored in the map object, but with the 607 * this used to be stored in the map object, but with the
673 * addition of tiling, fields beyond that easily named in an 608 * addition of tiling, fields beyond that easily named in an
681bool 616bool
682maptile::_load_header (object_thawer &thawer) 617maptile::_load_header (object_thawer &thawer)
683{ 618{
684 for (;;) 619 for (;;)
685 { 620 {
686 thawer.next ();
687
688 switch (thawer.kw) 621 switch (thawer.kw)
689 { 622 {
690 case KW_msg: 623 case KW_msg:
691 thawer.get_ml (KW_endmsg, msg); 624 thawer.get_ml (KW_endmsg, msg);
692 break; 625 break;
693 626
694 case KW_lore: // CF+ extension 627 case KW_lore: // deliantra extension
695 thawer.get_ml (KW_endlore, maplore); 628 thawer.get_ml (KW_endlore, maplore);
696 break; 629 break;
697 630
698 case KW_maplore: 631 case KW_maplore:
699 thawer.get_ml (KW_endmaplore, maplore); 632 thawer.get_ml (KW_endmaplore, maplore);
716 case KW_shopgreed: thawer.get (shopgreed); break; 649 case KW_shopgreed: thawer.get (shopgreed); break;
717 case KW_shopmin: thawer.get (shopmin); break; 650 case KW_shopmin: thawer.get (shopmin); break;
718 case KW_shopmax: thawer.get (shopmax); break; 651 case KW_shopmax: thawer.get (shopmax); break;
719 case KW_shoprace: thawer.get (shoprace); break; 652 case KW_shoprace: thawer.get (shoprace); break;
720 case KW_outdoor: thawer.get (outdoor); break; 653 case KW_outdoor: thawer.get (outdoor); break;
721 case KW_temp: thawer.get (temp); break;
722 case KW_pressure: thawer.get (pressure); break;
723 case KW_humid: thawer.get (humid); break;
724 case KW_windspeed: thawer.get (windspeed); break;
725 case KW_winddir: thawer.get (winddir); break;
726 case KW_sky: thawer.get (sky); break;
727 654
728 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
729 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break; 657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
731 659
732 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: thawer.get (default_region); break;
733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
734 662
735 // old names new names 663 // old names new names
736 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
745 673
746 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
747 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
748 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
749 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
678 case KW_tile_path_5: thawer.get (tile_path [4]); break;
679 case KW_tile_path_6: thawer.get (tile_path [5]); break;
750 680
751 case KW_ERROR: 681 case KW_ERROR:
752 set_key (thawer.kw_str, thawer.value); 682 set_key_text (thawer.kw_str, thawer.value);
753 break; 683 break;
754 684
755 case KW_end: 685 case KW_end:
686 thawer.next ();
756 return true; 687 return true;
757 688
758 default: 689 default:
759 if (!thawer.parse_error ("map", 0)) 690 if (!thawer.parse_error ("map"))
760 return false; 691 return false;
761 break; 692 break;
762 } 693 }
694
695 thawer.next ();
763 } 696 }
764 697
765 abort (); 698 abort ();
766} 699}
767 700
768bool 701//+GPL
769maptile::_load_header (const char *path)
770{
771 object_thawer thawer (path);
772
773 if (!thawer)
774 return false;
775
776 return _load_header (thawer);
777}
778 702
779/****************************************************************************** 703/******************************************************************************
780 * This is the start of unique map handling code 704 * This is the start of unique map handling code
781 *****************************************************************************/ 705 *****************************************************************************/
782 706
789 int unique = 0; 713 int unique = 0;
790 for (object *op = spaces [i].bot; op; ) 714 for (object *op = spaces [i].bot; op; )
791 { 715 {
792 object *above = op->above; 716 object *above = op->above;
793 717
794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
795 unique = 1; 719 unique = 1;
796 720
797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
798 {
799 op->destroy_inv (false);
800 op->destroy (); 722 op->destroy ();
801 }
802 723
803 op = above; 724 op = above;
804 } 725 }
805 } 726 }
806} 727}
807 728
729//-GPL
730
808bool 731bool
809maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
810{ 733{
811#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW(k), k)
812#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 735#define MAP_OUT2(k,v) freezer.put (KW(k), v)
813 736
814 MAP_OUT2 (arch, "map"); 737 MAP_OUT2 (arch, CS(map));
815 738
816 if (name) MAP_OUT (name); 739 if (name) MAP_OUT (name);
817 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
818 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
819 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
820 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset); 744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
822 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
823
824 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
825 748
826 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
827 {
828 char shop[MAX_BUF];
829 print_shop_string (this, shop);
830 MAP_OUT2 (shopitems, shop);
831 }
832
833 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
834 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
835 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
836 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
837 MAP_OUT (darkness); 754
838 MAP_OUT (width); 755 MAP_OUT (width);
839 MAP_OUT (height); 756 MAP_OUT (height);
840 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
841 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
842 759 MAP_OUT (darkness);
843 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
844 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
845
846 MAP_OUT (outdoor); 760 MAP_OUT (outdoor);
847 MAP_OUT (temp); 761
848 MAP_OUT (pressure); 762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
849 MAP_OUT (humid); 763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
850 MAP_OUT (windspeed);
851 MAP_OUT (winddir);
852 MAP_OUT (sky);
853 764
854 MAP_OUT (per_player); 765 MAP_OUT (per_player);
855 MAP_OUT (per_party); 766 MAP_OUT (per_party);
856 767
857 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 768 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
858 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 769 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
859 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 770 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
860 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 771 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
772 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
773 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
861 774
862 freezer.put (this); 775 freezer.put (this);
863 freezer.put (KW_end); 776 freezer.put (KW(end));
864 777
865 return true; 778 return true;
866} 779}
867 780
868bool 781bool
874 return false; 787 return false;
875 788
876 return freezer.save (path); 789 return freezer.save (path);
877} 790}
878 791
792//+GPL
793
879/* 794/*
880 * Remove and free all objects in the given map. 795 * Remove and free all objects in the given map.
881 */ 796 */
882void 797void
883maptile::clear () 798maptile::clear ()
884{ 799{
885 sfree (regions, size ()), regions = 0;
886 free (regionmap), regionmap = 0;
887
888 if (spaces) 800 if (spaces)
889 { 801 {
890 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 802 for (mapspace *ms = spaces + size (); ms-- > spaces; )
891 while (object *op = ms->bot) 803 while (object *op = ms->bot)
892 { 804 {
805 // manually remove, as to not trigger anything
806 if (ms->bot = op->above)
807 ms->bot->below = 0;
808
809 op->flag [FLAG_REMOVED] = true;
810
893 op = op->head_ (); 811 object *head = op->head_ ();
894 op->destroy_inv (false); 812 if (op == head)
895 op->destroy (); 813 op->destroy ();
814 else if (head->map != op->map)
815 {
816 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
817 head->destroy ();
818 }
896 } 819 }
897 820
898 sfree (spaces, size ()), spaces = 0; 821 sfree0 (spaces, size ());
899 } 822 }
900 823
901 if (buttons) 824 if (buttons)
902 free_objectlinkpt (buttons), buttons = 0; 825 free_objectlinkpt (buttons), buttons = 0;
826
827 sfree0 (regions, size ());
828 delete [] regionmap; regionmap = 0;
903} 829}
904 830
905void 831void
906maptile::clear_header () 832maptile::clear_header ()
907{ 833{
909 msg = 0; 835 msg = 0;
910 maplore = 0; 836 maplore = 0;
911 shoprace = 0; 837 shoprace = 0;
912 delete [] shopitems, shopitems = 0; 838 delete [] shopitems, shopitems = 0;
913 839
914 for (int i = 0; i < 4; i++) 840 for (int i = 0; i < TILE_NUM; i++)
915 tile_path [i] = 0; 841 tile_path [i] = 0;
916} 842}
917 843
918maptile::~maptile () 844maptile::~maptile ()
919{ 845{
940 866
941 clear (); 867 clear ();
942} 868}
943 869
944/* decay and destroy perishable items in a map */ 870/* decay and destroy perishable items in a map */
871// TODO: should be done regularly, not on map load?
945void 872void
946maptile::do_decay_objects () 873maptile::do_decay_objects ()
947{ 874{
948 if (!spaces) 875 if (!spaces)
949 return; 876 return;
951 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *above, *op = ms->bot; op; op = above) 879 for (object *above, *op = ms->bot; op; op = above)
953 { 880 {
954 above = op->above; 881 above = op->above;
955 882
883 // do not decay anything above unique floor tiles (yet :)
884 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
885 break;
886
956 bool destroy = 0; 887 bool destroy = 0;
957 888
958 // do not decay anything above unique floor tiles (yet :) 889 if (op->flag [FLAG_IS_FLOOR]
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 890 || op->flag [FLAG_OBJ_ORIGINAL]
960 break; 891 || op->flag [FLAG_UNIQUE]
961 892 || op->flag [FLAG_OVERLAY_FLOOR]
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 893 || op->flag [FLAG_UNPAID]
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ()) 894 || op->is_alive ())
969 ; // do not decay 895 ; // do not decay
970 else if (op->is_weapon ()) 896 else if (op->is_weapon ())
971 { 897 {
972 op->stats.dam--; 898 op->stats.dam--;
997 || mat & M_LIQUID 923 || mat & M_LIQUID
998 || (mat & M_IRON && rndm (1, 5) == 1) 924 || (mat & M_IRON && rndm (1, 5) == 1)
999 || (mat & M_GLASS && rndm (1, 2) == 1) 925 || (mat & M_GLASS && rndm (1, 2) == 1)
1000 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002 || (mat & M_ICE && temp > 32)) 928 //|| (mat & M_ICE && temp > 32)
929 )
1003 destroy = 1; 930 destroy = 1;
1004 } 931 }
1005 932
1006 /* adjust overall chance below */ 933 /* adjust overall chance below */
1007 if (destroy && rndm (0, 1)) 934 if (destroy && rndm (0, 1))
1008 op->destroy (); 935 op->destroy ();
1009 }
1010}
1011
1012/*
1013 * Updates every button on the map (by calling update_button() for them).
1014 */
1015void
1016maptile::update_buttons ()
1017{
1018 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1019 for (objectlink *ol = obp->link; ol; ol = ol->next)
1020 {
1021 if (!ol->ob)
1022 {
1023 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1024 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1025 continue;
1026 }
1027
1028 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1029 {
1030 update_button (ol->ob);
1031 break;
1032 }
1033 } 936 }
1034} 937}
1035 938
1036/* 939/*
1037 * This routine is supposed to find out the difficulty of the map. 940 * This routine is supposed to find out the difficulty of the map.
1038 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
1039 * but does have a lot to do with treasure on the map. 942 * but does have a lot to do with treasure on the map.
1040 * 943 *
1041 * Difficulty can now be set by the map creature. If the value stored 944 * Difficulty can now be set by the map creator. If the value stored
1042 * in the map is zero, then use this routine. Maps should really 945 * in the map is zero, then use this routine. Maps should really
1043 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
1044 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
1045 */ 948 */
1046int 949int
1047maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
1048{ 951{
1049 long monster_cnt = 0; 952 long monster_cnt = 0;
1051 sint64 total_exp = 0; 954 sint64 total_exp = 0;
1052 955
1053 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1054 for (object *op = ms->bot; op; op = op->above) 957 for (object *op = ms->bot; op; op = op->above)
1055 { 958 {
1056 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (op->flag [FLAG_MONSTER])
1057 { 960 {
1058 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1059 monster_cnt++; 962 monster_cnt++;
1060 } 963 }
1061 964
1062 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (op->flag [FLAG_GENERATOR])
1063 { 966 {
1064 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
1065 968
1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
1067 total_exp += at->stats.exp * 8; 971 total_exp += at->stats.exp * 8;
1068
1069 monster_cnt++; 972 monster_cnt++;
973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
1070 } 980 }
1071 } 981 }
1072 982
1073 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
1074 984
1087 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1088 */ 998 */
1089int 999int
1090maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
1091{ 1001{
1092 int new_level = darkness + change;
1093
1094 /* Nothing to do */ 1002 /* Nothing to do */
1095 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1096 return 0; 1004 return 0;
1097 1005
1098 /* inform all players on the map */ 1006 /* inform all players on the map */
1099 if (change > 0) 1007 if (change > 0)
1100 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1101 else 1009 else
1102 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1103 1011
1104 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1105 * we need to be extra careful about negative values.
1106 * In general, the checks below are only needed if change
1107 * is not +/-1
1108 */
1109 if (new_level < 0)
1110 darkness = 0;
1111 else if (new_level >= MAX_DARKNESS)
1112 darkness = MAX_DARKNESS;
1113 else
1114 darkness = new_level;
1115 1013
1116 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1117 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1118 return 1; 1017 return 1;
1119} 1018}
1120 1019
1121/* 1020/*
1122 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1125 * through, etc) 1024 * through, etc)
1126 */ 1025 */
1127void 1026void
1128mapspace::update_ () 1027mapspace::update_ ()
1129{ 1028{
1130 object *tmp, *last = 0; 1029 object *last = 0;
1131 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE;
1031 sint8 light = 0;
1132 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1033 uint64_t volume = 0;
1034 uint32_t items = 0;
1035 object *anywhere = 0;
1036 uint8_t middle_visibility = 0;
1133 1037
1134 //object *middle = 0; 1038 //object *middle = 0;
1135 //object *top = 0; 1039 //object *top = 0;
1136 //object *floor = 0; 1040 //object *floor = 0;
1137 // this seems to generate better code than using locals, above 1041 // this seems to generate better code than using locals, above
1138 object *&top = faces_obj[0] = 0; 1042 object *&top = faces_obj[0] = 0;
1139 object *&middle = faces_obj[1] = 0; 1043 object *&middle = faces_obj[1] = 0;
1140 object *&floor = faces_obj[2] = 0; 1044 object *&floor = faces_obj[2] = 0;
1141 1045
1046 object::flags_t allflags; // all flags of all objects or'ed together
1047
1142 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1143 { 1049 {
1144 /* This could be made additive I guess (two lights better than 1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1145 * one). But if so, it shouldn't be a simple additive - 2
1146 * light bulbs do not illuminate twice as far as once since
1147 * it is a dissapation factor that is cubed.
1148 */
1149 if (tmp->glow_radius > light)
1150 light = tmp->glow_radius; 1051 light += tmp->glow_radius;
1151 1052
1152 /* This call is needed in order to update objects the player 1053 /* This call is needed in order to update objects the player
1153 * is standing in that have animations (ie, grass, fire, etc). 1054 * is standing in that have animations (ie, grass, fire, etc).
1154 * However, it also causes the look window to be re-drawn 1055 * However, it also causes the look window to be re-drawn
1155 * 3 times each time the player moves, because many of the 1056 * 3 times each time the player moves, because many of the
1156 * functions the move_player calls eventualy call this. 1057 * functions the move_player calls eventualy call this.
1157 * 1058 *
1158 * Always put the player down for drawing. 1059 * Always put the player down for drawing.
1159 */ 1060 */
1160 if (!tmp->invisible) 1061 if (expect_true (!tmp->invisible))
1161 { 1062 {
1162 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1163 top = tmp; 1064 top = tmp;
1164 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1165 { 1066 {
1166 /* If we got a floor, that means middle and top were below it, 1067 /* If we got a floor, that means middle and top were below it,
1167 * so should not be visible, so we clear them. 1068 * so should not be visible, so we clear them.
1168 */ 1069 */
1169 middle = 0; 1070 middle = 0;
1170 top = 0; 1071 top = 0;
1171 floor = tmp; 1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1172 } 1075 }
1173 /* Flag anywhere have high priority */ 1076 else
1174 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1175 { 1077 {
1078 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 {
1080 ++items;
1081 volume += tmp->volume ();
1082 }
1083
1084 /* Flag anywhere have high priority */
1085 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1086 anywhere = tmp;
1087
1088 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the
1090 * top
1091 */
1092 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1093 {
1094 middle_visibility = ::faces [tmp->face].visibility;
1176 middle = tmp; 1095 middle = tmp;
1177 anywhere = 1; 1096 }
1178 } 1097 }
1179 /* Find the highest visible face around. If equal
1180 * visibilities, we still want the one nearer to the
1181 * top
1182 */
1183 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1184 middle = tmp;
1185 }
1186
1187 if (tmp == tmp->above)
1188 {
1189 LOG (llevError, "Error in structure of map\n");
1190 exit (-1);
1191 } 1098 }
1192 1099
1193 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1194 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1195 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1196 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1197 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1198 1105
1199 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1106 allflags |= tmp->flag;
1200 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1107
1201 if (tmp->type == PLAYER) flags |= P_PLAYER; 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1202 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1203 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1204 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1205 } 1110 }
1206 1111
1207 this->light = light; 1112 // FLAG_SEE_ANYWHERE takes precedence
1113 if (anywhere)
1114 middle = anywhere;
1115
1116 // ORing all flags together and checking them here is much faster
1117 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1118 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1119 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1120 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1121
1122 this->light = min (light, MAX_LIGHT_RADIUS);
1208 this->flags_ = flags; 1123 this->flags_ = flags;
1209 this->move_block = move_block & ~move_allow; 1124 this->move_block = move_block & ~move_allow;
1210 this->move_on = move_on; 1125 this->move_on = move_on;
1211 this->move_off = move_off; 1126 this->move_off = move_off;
1212 this->move_slow = move_slow; 1127 this->move_slow = move_slow;
1128 this->volume_ = (volume + 1023) / 1024;
1129 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1213 1130
1214 /* At this point, we have a floor face (if there is a floor), 1131 /* At this point, we have a floor face (if there is a floor),
1215 * and the floor is set - we are not going to touch it at 1132 * and the floor is set - we are not going to touch it at
1216 * this point. 1133 * this point.
1217 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
1232 * 1) top face is set, need middle to be set. 1149 * 1) top face is set, need middle to be set.
1233 * 2) middle is set, need to set top. 1150 * 2) middle is set, need to set top.
1234 * 3) neither middle or top is set - need to set both. 1151 * 3) neither middle or top is set - need to set both.
1235 */ 1152 */
1236 1153
1237 for (tmp = last; tmp; tmp = tmp->below) 1154 for (object *tmp = last; tmp; tmp = tmp->below)
1238 { 1155 {
1239 /* Once we get to a floor, stop, since we already have a floor object */ 1156 /* Once we get to a floor, stop, since we already have a floor object */
1240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1157 if (tmp->flag [FLAG_IS_FLOOR])
1241 break; 1158 break;
1242 1159
1243 /* If two top faces are already set, quit processing */ 1160 /* If two top faces are already set, quit processing */
1244 if (top && middle) 1161 if (top && middle)
1245 break; 1162 break;
1283 faces_obj [1] = middle; 1200 faces_obj [1] = middle;
1284 faces_obj [2] = floor; 1201 faces_obj [2] = floor;
1285#endif 1202#endif
1286} 1203}
1287 1204
1288uint64 1205maptile *
1289mapspace::volume () const 1206maptile::tile_available (int dir, bool load)
1290{ 1207{
1291 uint64 vol = 0; 1208 if (tile_path[dir])
1292
1293 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 vol += op->volume ();
1295
1296 return vol;
1297}
1298
1299/* this updates the orig_map->tile_map[tile_num] value after finding
1300 * the map. It also takes care of linking back the freshly found
1301 * maps tile_map values if it tiles back to this one. It returns
1302 * the value of orig_map->tile_map[tile_num].
1303 */
1304static inline maptile *
1305find_and_link (maptile *orig_map, int tile_num)
1306{
1307 maptile *mp = orig_map->tile_map [tile_num];
1308
1309 if (!mp)
1310 {
1311 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1312
1313 if (!mp)
1314 {
1315 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1316 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1317 &orig_map->tile_path[tile_num], &orig_map->path);
1318 mp = new maptile (1, 1);
1319 mp->alloc ();
1320 mp->in_memory = MAP_IN_MEMORY;
1321 }
1322 } 1209 {
1210 // map is there and we don't need to load it OR it's loaded => return what we have
1211 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1212 return tile_map[dir];
1323 1213
1324 int dest_tile = (tile_num + 2) % 4; 1214 // well, try to locate it then, if possible - maybe it's there already
1215 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1216 return tile_map[dir];
1217 }
1325 1218
1326 orig_map->tile_map [tile_num] = mp;
1327
1328 // optimisation: back-link map to origin map if euclidean
1329 //TODO: non-euclidean maps MUST GO
1330 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1331 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1332
1333 return mp; 1219 return 0;
1334}
1335
1336static inline void
1337load_and_link (maptile *orig_map, int tile_num)
1338{
1339 find_and_link (orig_map, tile_num)->load_sync ();
1340} 1220}
1341 1221
1342/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
1343 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
1344 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
1357 if (!m) 1237 if (!m)
1358 return 0; 1238 return 0;
1359 1239
1360 if (x < 0) 1240 if (x < 0)
1361 { 1241 {
1362 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
1363 return 1; 1243 return 1;
1364 1244
1365 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1366 find_and_link (m, 3);
1367
1368 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1245 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1369 } 1246 }
1370 1247
1371 if (x >= m->width) 1248 if (x >= m->width)
1372 { 1249 {
1373 if (!m->tile_path[1]) 1250 if (!m->tile_available (1))
1374 return 1; 1251 return 1;
1375 1252
1376 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1377 find_and_link (m, 1);
1378
1379 return out_of_map (m->tile_map[1], x - m->width, y); 1253 return out_of_map (m->tile_map[1], x - m->width, y);
1380 } 1254 }
1381 1255
1382 if (y < 0) 1256 if (y < 0)
1383 { 1257 {
1384 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
1385 return 1; 1259 return 1;
1386 1260
1387 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1388 find_and_link (m, 0);
1389
1390 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1261 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1391 } 1262 }
1392 1263
1393 if (y >= m->height) 1264 if (y >= m->height)
1394 { 1265 {
1395 if (!m->tile_path[2]) 1266 if (!m->tile_available (2))
1396 return 1; 1267 return 1;
1397
1398 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1399 find_and_link (m, 2);
1400 1268
1401 return out_of_map (m->tile_map[2], x, y - m->height); 1269 return out_of_map (m->tile_map[2], x, y - m->height);
1402 } 1270 }
1403 1271
1404 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
1418maptile * 1286maptile *
1419maptile::xy_find (sint16 &x, sint16 &y) 1287maptile::xy_find (sint16 &x, sint16 &y)
1420{ 1288{
1421 if (x < 0) 1289 if (x < 0)
1422 { 1290 {
1423 if (!tile_path[3]) 1291 if (!tile_available (3))
1424 return 0; 1292 return 0;
1425 1293
1426 find_and_link (this, 3);
1427 x += tile_map[3]->width; 1294 x += tile_map[3]->width;
1428 return tile_map[3]->xy_find (x, y); 1295 return tile_map[3]->xy_find (x, y);
1429 } 1296 }
1430 1297
1431 if (x >= width) 1298 if (x >= width)
1432 { 1299 {
1433 if (!tile_path[1]) 1300 if (!tile_available (1))
1434 return 0; 1301 return 0;
1435 1302
1436 find_and_link (this, 1);
1437 x -= width; 1303 x -= width;
1438 return tile_map[1]->xy_find (x, y); 1304 return tile_map[1]->xy_find (x, y);
1439 } 1305 }
1440 1306
1441 if (y < 0) 1307 if (y < 0)
1442 { 1308 {
1443 if (!tile_path[0]) 1309 if (!tile_available (0))
1444 return 0; 1310 return 0;
1445 1311
1446 find_and_link (this, 0);
1447 y += tile_map[0]->height; 1312 y += tile_map[0]->height;
1448 return tile_map[0]->xy_find (x, y); 1313 return tile_map[0]->xy_find (x, y);
1449 } 1314 }
1450 1315
1451 if (y >= height) 1316 if (y >= height)
1452 { 1317 {
1453 if (!tile_path[2]) 1318 if (!tile_available (2))
1454 return 0; 1319 return 0;
1455 1320
1456 find_and_link (this, 2);
1457 y -= height; 1321 y -= height;
1458 return tile_map[2]->xy_find (x, y); 1322 return tile_map[2]->xy_find (x, y);
1459 } 1323 }
1460 1324
1461 /* Simple case - coordinates are within this local 1325 /* Simple case - coordinates are within this local
1467/** 1331/**
1468 * Return whether map2 is adjacent to map1. If so, store the distance from 1332 * Return whether map2 is adjacent to map1. If so, store the distance from
1469 * map1 to map2 in dx/dy. 1333 * map1 to map2 in dx/dy.
1470 */ 1334 */
1471int 1335int
1472adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1473{ 1337{
1474 if (!map1 || !map2) 1338 if (!map1 || !map2)
1475 return 0; 1339 return 0;
1476 1340
1477 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1341 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1478 //fix: compare paths instead (this is likely faster, too!) 1342 //fix: compare paths instead (this is likely faster, too!)
1479 if (map1 == map2) 1343 if (map1 == map2)
1480 { 1344 {
1481 *dx = 0; 1345 *dx = 0;
1482 *dy = 0; 1346 *dy = 0;
1483 } 1347 }
1484 else if (map1->tile_map[0] == map2) 1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
1485 { /* up */ 1349 {
1486 *dx = 0; 1350 *dx = 0;
1487 *dy = -map2->height; 1351 *dy = -map2->height;
1488 } 1352 }
1489 else if (map1->tile_map[1] == map2) 1353 else if (map1->tile_available (TILE_EAST , false) == map2)
1490 { /* right */ 1354 {
1491 *dx = map1->width; 1355 *dx = map1->width;
1492 *dy = 0; 1356 *dy = 0;
1493 } 1357 }
1494 else if (map1->tile_map[2] == map2) 1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1495 { /* down */ 1359 {
1496 *dx = 0; 1360 *dx = 0;
1497 *dy = map1->height; 1361 *dy = map1->height;
1498 } 1362 }
1499 else if (map1->tile_map[3] == map2) 1363 else if (map1->tile_available (TILE_WEST , false) == map2)
1500 { /* left */ 1364 {
1501 *dx = -map2->width; 1365 *dx = -map2->width;
1502 *dy = 0; 1366 *dy = 0;
1503 } 1367 }
1504 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1368 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1505 { /* up right */ 1369 { /* up right */
1506 *dx = map1->tile_map[0]->width; 1370 *dx = +map1->tile_map[TILE_NORTH]->width;
1507 *dy = -map1->tile_map[0]->height; 1371 *dy = -map1->tile_map[TILE_NORTH]->height;
1508 } 1372 }
1509 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1373 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1510 { /* up left */ 1374 { /* up left */
1511 *dx = -map2->width; 1375 *dx = -map2->width;
1512 *dy = -map1->tile_map[0]->height; 1376 *dy = -map1->tile_map[TILE_NORTH]->height;
1513 } 1377 }
1514 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1378 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1515 { /* right up */ 1379 { /* right up */
1516 *dx = map1->width; 1380 *dx = +map1->width;
1517 *dy = -map2->height; 1381 *dy = -map2->height;
1518 } 1382 }
1519 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1383 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1520 { /* right down */ 1384 { /* right down */
1521 *dx = map1->width; 1385 *dx = +map1->width;
1522 *dy = map1->tile_map[1]->height; 1386 *dy = +map1->tile_map[TILE_EAST]->height;
1523 } 1387 }
1524 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1388 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1525 { /* down right */ 1389 { /* down right */
1526 *dx = map1->tile_map[2]->width; 1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
1527 *dy = map1->height; 1391 *dy = +map1->height;
1528 } 1392 }
1529 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1393 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1530 { /* down left */ 1394 { /* down left */
1531 *dx = -map2->width; 1395 *dx = -map2->width;
1532 *dy = map1->height; 1396 *dy = +map1->height;
1533 } 1397 }
1534 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1398 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1535 { /* left up */ 1399 { /* left up */
1536 *dx = -map1->tile_map[3]->width; 1400 *dx = -map1->tile_map[TILE_WEST]->width;
1537 *dy = -map2->height; 1401 *dy = -map2->height;
1538 } 1402 }
1539 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1403 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1540 { /* left down */ 1404 { /* left down */
1541 *dx = -map1->tile_map[3]->width; 1405 *dx = -map1->tile_map[TILE_WEST]->width;
1542 *dy = map1->tile_map[3]->height; 1406 *dy = +map1->tile_map[TILE_WEST]->height;
1543 } 1407 }
1544 else 1408 else
1545 return 0; 1409 return 0;
1546 1410
1547 return 1; 1411 return 1;
1583 * 1447 *
1584 * currently, the only flag supported (0x1) is don't translate for 1448 * currently, the only flag supported (0x1) is don't translate for
1585 * closest body part of 'op1' 1449 * closest body part of 'op1'
1586 */ 1450 */
1587void 1451void
1588get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1589{ 1453{
1590 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1454 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1591 { 1455 {
1592 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
1593 retval->distance = 10000; 1457 retval->distance = 10000;
1594 retval->distance_x = 10000; 1458 retval->distance_x = 10000;
1595 retval->distance_y = 10000; 1459 retval->distance_y = 10000;
1596 retval->direction = 0; 1460 retval->direction = 0;
1597 retval->part = 0; 1461 retval->part = 0;
1598 } 1462 }
1599 else 1463 else
1600 { 1464 {
1601 object *best;
1602
1603 retval->distance_x += op2->x - op1->x; 1465 retval->distance_x += op2->x - op1->x;
1604 retval->distance_y += op2->y - op1->y; 1466 retval->distance_y += op2->y - op1->y;
1605 1467
1606 best = op1; 1468 object *best = op1;
1469
1607 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
1608 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 1) && op1->more)
1609 { 1472 {
1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1473 int best_distance = idistance (retval->distance_x, retval->distance_y);
1611 1474
1612 /* we just take the offset of the piece to head to figure 1475 /* we just take the offset of the piece to head to figure
1613 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
1614 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
1615 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
1616 * below works. 1479 * below works.
1617 */ 1480 */
1618 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 { 1482 {
1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1483 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484
1622 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
1623 { 1486 {
1624 best_distance = tmpi; 1487 best_distance = tmpi;
1625 best = tmp; 1488 best = tmp;
1626 } 1489 }
1627 } 1490 }
1628 1491
1629 if (best != op1) 1492 if (best != op1)
1630 { 1493 {
1631 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
1632 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
1633 } 1496 }
1634 } 1497 }
1635 1498
1636 retval->part = best; 1499 retval->part = best;
1637 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1638 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1639 } 1502 }
1640} 1503}
1641 1504
1642/* this is basically the same as get_rangevector above, but instead of 1505/* this is basically the same as get_rangevector above, but instead of
1643 * the first parameter being an object, it instead is the map 1506 * the first parameter being an object, it instead is the map
1648 * be more consistant with the above function and also in case they are needed 1511 * be more consistant with the above function and also in case they are needed
1649 * for something in the future. Also, since no object is pasted, the best 1512 * for something in the future. Also, since no object is pasted, the best
1650 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
1651 */ 1514 */
1652void 1515void
1653get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1516get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1654{ 1517{
1655 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1518 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1656 { 1519 {
1657 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
1658 retval->distance = 100000; 1521 retval->distance = 100000;
1659 retval->distance_x = 32767; 1522 retval->distance_x = 32767;
1660 retval->distance_y = 32767; 1523 retval->distance_y = 32767;
1661 retval->direction = 0; 1524 retval->direction = 0;
1662 retval->part = 0; 1525 retval->part = 0;
1663 } 1526 }
1664 else 1527 else
1665 { 1528 {
1666 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1667 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1668 1531
1669 retval->part = NULL; 1532 retval->part = 0;
1670 retval->distance = idistance (retval->distance_x, retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1671 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1672 } 1535 }
1673} 1536}
1674 1537
1675/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
1676 * (as related to map tiling). Note that this looks for a path from 1539 * (as related to map tiling). Note that this looks for a path from
1686 int dx, dy; 1549 int dx, dy;
1687 1550
1688 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1689} 1552}
1690 1553
1554//-GPL
1555
1691object * 1556object *
1692maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1693{ 1558{
1694 if (!op->flag [FLAG_REMOVED])
1695 op->remove ();
1696
1697 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1698} 1560}
1699 1561
1700region * 1562region *
1701maptile::region (int x, int y) const 1563maptile::region (int x, int y) const
1710 return default_region; 1572 return default_region;
1711 1573
1712 return ::region::default_region (); 1574 return ::region::default_region ();
1713} 1575}
1714 1576
1577//+GPL
1578
1715/* picks a random object from a style map. 1579/* picks a random object from a style map.
1716 * Redone by MSW so it should be faster and not use static
1717 * variables to generate tables.
1718 */ 1580 */
1719object * 1581object *
1720maptile::pick_random_object () const 1582maptile::pick_random_object (rand_gen &gen) const
1721{ 1583{
1722 /* while returning a null object will result in a crash, that 1584 /* while returning a null object will result in a crash, that
1723 * is actually preferable to an infinite loop. That is because 1585 * is actually preferable to an infinite loop. That is because
1724 * most servers will automatically restart in case of crash. 1586 * most servers will automatically restart in case of crash.
1725 * Change the logic on getting the random space - shouldn't make 1587 * Change the logic on getting the random space - shouldn't make
1726 * any difference, but this seems clearer to me. 1588 * any difference, but this seems clearer to me.
1727 */ 1589 */
1728 for (int i = 1000; --i;) 1590 for (int i = 1000; --i;)
1729 { 1591 {
1730 object *pick = at (rndm (width), rndm (height)).bot; 1592 object *pick = at (gen (width), gen (height)).bot;
1731 1593
1732 // do not prefer big monsters just because they are big. 1594 // must be head: do not prefer big monsters just because they are big.
1733 if (pick && pick->head_ () == pick) 1595 if (pick && pick->is_head ())
1734 return pick->head_ (); 1596 return pick;
1735 } 1597 }
1736 1598
1737 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1738 return get_archetype ("blocked"); 1600 return archetype::find (shstr_bug);
1739} 1601}
1740 1602
1603//-GPL
1604
1605void
1606maptile::play_sound (faceidx sound, int x, int y) const
1607{
1608 if (!sound)
1609 return;
1610
1611 for_all_players_on_map (pl, this)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->play_sound (sound, dx, dy);
1621 }
1622}
1623
1624void
1625maptile::say_msg (const char *msg, int x, int y) const
1626{
1627 for_all_players (pl)
1628 if (client *ns = pl->ns)
1629 {
1630 int dx = x - pl->ob->x;
1631 int dy = y - pl->ob->y;
1632
1633 int distance = idistance (dx, dy);
1634
1635 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 }
1638}
1639
1640dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1641
1642static void
1643split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1644{
1645 // clip to map to the left
1646 if (x0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1649 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1650
1651 if (x1 < 0) // entirely to the left
1652 return;
1653
1654 x0 = 0;
1655 }
1656
1657 // clip to map to the right
1658 if (x1 > m->width)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1661 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1662
1663 if (x0 > m->width) // entirely to the right
1664 return;
1665
1666 x1 = m->width;
1667 }
1668
1669 // clip to map above
1670 if (y0 < 0)
1671 {
1672 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1673 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1674
1675 if (y1 < 0) // entirely above
1676 return;
1677
1678 y0 = 0;
1679 }
1680
1681 // clip to map below
1682 if (y1 > m->height)
1683 {
1684 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1685 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1686
1687 if (y0 > m->height) // entirely below
1688 return;
1689
1690 y1 = m->height;
1691 }
1692
1693 // if we get here, the rect is within the current map
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695
1696 r->m = m;
1697 r->x0 = x0;
1698 r->y0 = y0;
1699 r->x1 = x1;
1700 r->y1 = y1;
1701 r->dx = dx;
1702 r->dy = dy;
1703}
1704
1705maprect *
1706maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1707{
1708 buf.clear ();
1709
1710 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1711
1712 // add end marker
1713 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1714 r->m = 0;
1715
1716 return (maprect *)buf.linearise ();
1717}
1718

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