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Comparing deliantra/server/common/map.C (file contents):
Revision 1.65 by root, Mon Jan 1 21:19:51 2007 UTC vs.
Revision 1.204 by root, Wed May 4 07:36:40 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
30#include "path.h" 28#include "path.h"
31 29
32/* 30//+GPL
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45 31
46/* 32sint8 maptile::outdoor_darkness;
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 33
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 72 * by the caller.
137 */ 73 */
138int 74int
139blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 76{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 78 * have already checked this.
146 */ 79 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 81 {
149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
150 return 1; 83 return 1;
151 } 84 }
152 85
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 87
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
159 90
160 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 93 * things we need to do for players.
163 */ 94 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
165 return 0; 96 return 0;
166 97
167 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
173 */ 104 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 106 return 0;
176 107
177 if (ob->head != NULL)
178 ob = ob->head; 108 ob = ob->head_ ();
179 109
180 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 116 {
187 117 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
198 return 1; 131 return 1;
199 else 132 }
200 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything
217 * movement, can't move here. 150
218 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 152 && tmp->type != DOOR
220 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1; 154 return 1;
226 } 155 }
227
228 } 156 }
157
229 return 0; 158 return 0;
230} 159}
231 160
232
233/* 161/*
234 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
239 * 167 *
240 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
241 * 169 *
242 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
254 * 182 *
255 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
257 * against the move_block values. 185 * against the move_block values.
258 */ 186 */
259int 187bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
261{ 189{
262 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
276 193
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
278 { 195 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 196
281 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 198
283 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 200 return 1;
285 201
286 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
287 203 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 205 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 207 continue;
295 208
296 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
298 */ 211 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
300 return P_NO_PASS; 213 return 1;
301 } 214 }
302 215
303 return 0; 216 return 0;
304} 217}
305 218
306/* When the map is loaded, load_object does not actually insert objects 219//-GPL
307 * into inventory, but just links them. What this does is go through
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312void
313fix_container (object *container)
314{
315 object *tmp = container->inv, *next;
316
317 container->inv = 0;
318 while (tmp)
319 {
320 next = tmp->below;
321 if (tmp->inv)
322 fix_container (tmp);
323
324 insert_ob_in_ob (tmp, container);
325 tmp = next;
326 }
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332}
333 220
334void 221void
335maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
336{ 223{
337 if (!spaces) 224 if (!spaces)
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
343} 230}
344 231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
259
345/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 264 */
351void 265void
352maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
353{ 267{
354 if (!spaces) 268 if (!spaces)
355 return; 269 return;
356 270
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
359 { 275 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 278 {
374 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
375 281
376 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
391 } 289 }
290 else
291 op = op->above;
392 } 292 }
393
394 tmp = above;
395 } 293 }
396} 294}
295
296//-GPL
397 297
398/* 298/*
399 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 300 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 301 */
403bool 302bool
404maptile::load_objects (object_thawer &thawer) 303maptile::_load_objects (object_thawer &f)
405{ 304{
406 int unique; 305 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 306 {
414 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 308
416 * or editor will not be able to do anything with it either. 309 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 310 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
421 continue; 346 continue;
422 }
423 347
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 348 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
437 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
438 break; 354 break;
439 } 355 }
440 356
441 op = object::create (); 357 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 358 }
462#endif
463 359
464 return true; 360 return true;
465} 361}
466 362
467void 363void
468maptile::activate () 364maptile::activate ()
469{ 365{
470 if (!spaces) 366 if (in_memory != MAP_INACTIVE)
471 return; 367 return;
472 368
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 371 op->activate_recursive ();
372
373 in_memory = MAP_ACTIVE;
476} 374}
477 375
478void 376void
479maptile::deactivate () 377maptile::deactivate ()
480{ 378{
481 if (!spaces) 379 if (in_memory != MAP_ACTIVE)
482 return; 380 return;
483 381
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 384 op->deactivate_recursive ();
385
386 in_memory = MAP_INACTIVE;
487} 387}
488 388
489bool 389bool
490maptile::save_objects (object_freezer &freezer, int flags) 390maptile::_save_objects (object_freezer &f, int flags)
491{ 391{
492 static int cede_count = 0; 392 coroapi::cede_to_tick ();
493 393
494 if (flags & IO_HEADER) 394 if (flags & IO_HEADER)
495 save_header (freezer); 395 _save_header (f);
496 396
497 if (!spaces) 397 if (!spaces)
498 return false; 398 return false;
499 399
500 for (int i = 0; i < size (); ++i) 400 for (int i = 0; i < size (); ++i)
501 { 401 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 402 bool unique = 0;
403
509 for (object *op = spaces [i].bot; op; op = op->above) 404 for (object *op = spaces [i].bot; op; op = op->above)
510 { 405 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 407
517 if (!op->can_map_save ()) 408 if (expect_false (!op->can_map_save ()))
518 continue; 409 continue;
519 410
520 if (unique || op->flag [FLAG_UNIQUE]) 411 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 412 {
522 if (flags & IO_UNIQUES) 413 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 414 op->write (f);
524 } 415 }
525 else if (flags & IO_OBJECTS) 416 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 417 op->write (f);
527 } 418 }
528 } 419 }
529 420
421 coroapi::cede_to_tick ();
422
530 return true; 423 return true;
531} 424}
532 425
533bool 426bool
534maptile::load_objects (const char *path, bool skip_header) 427maptile::_save_objects (const char *path, int flags)
535{ 428{
536 object_thawer thawer (path); 429 object_freezer freezer;
537 430
538 if (!thawer) 431 if (!_save_objects (freezer, flags))
539 return false; 432 return false;
540 433
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path); 434 return freezer.save (path);
564} 435}
565 436
566maptile::maptile () 437void
438maptile::init ()
567{ 439{
568 in_memory = MAP_SWAPPED; 440 in_memory = MAP_SWAPPED;
569 441
570 /* 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
571 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
572 */ 444 */
573 width = 16; 445 width = 16;
574 height = 16; 446 height = 16;
447 timeout = 300;
448 max_items = MAX_ITEM_PER_ACTION;
449 max_volume = 2000000; // 2m³
575 reset_timeout = 0; 450 reset_timeout = 0;
576 timeout = 300;
577 enter_x = 0; 451 enter_x = 0;
578 enter_y = 0; 452 enter_y = 0;
579} 453}
580 454
455maptile::maptile ()
456{
457 init ();
458}
459
581maptile::maptile (int w, int h) 460maptile::maptile (int w, int h)
582{ 461{
583 in_memory = MAP_SWAPPED; 462 init ();
584 463
585 width = w; 464 width = w;
586 height = h; 465 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
591 466
592 alloc (); 467 alloc ();
593} 468}
594 469
595/* 470/*
603 if (spaces) 478 if (spaces)
604 return; 479 return;
605 480
606 spaces = salloc0<mapspace> (size ()); 481 spaces = salloc0<mapspace> (size ());
607} 482}
483
484//+GPL
608 485
609/* 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
610 * 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
611 * at a later date. 488 * at a later date.
612 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
689 return items; 566 return items;
690} 567}
691 568
692/* 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
693 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
694static void 571static const char *
695print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
696{ 573{
697 int i; 574 static dynbuf_text buf; buf.clear ();
698 char tmp[MAX_BUF]; 575 bool first = true;
699 576
700 strcpy (output_string, "");
701 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
702 { 578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
703 if (m->shopitems[i].typenum) 584 if (m->shopitems[i].typenum)
704 { 585 {
705 if (m->shopitems[i].strength) 586 if (m->shopitems[i].strength)
706 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);
707 else 588 else
708 sprintf (tmp, "%s;", m->shopitems[i].name); 589 buf.printf ("%s", m->shopitems[i].name);
709 } 590 }
710 else 591 else
711 { 592 {
712 if (m->shopitems[i].strength) 593 if (m->shopitems[i].strength)
713 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 594 buf.printf ("*:%d", m->shopitems[i].strength);
714 else 595 else
715 sprintf (tmp, "*"); 596 buf.printf ("*");
716 } 597 }
717
718 strcat (output_string, tmp);
719 } 598 }
599
600 return buf;
720} 601}
602
603//-GPL
721 604
722/* This loads the header information of the map. The header 605/* This loads the header information of the map. The header
723 * contains things like difficulty, size, timeout, etc. 606 * contains things like difficulty, size, timeout, etc.
724 * 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
725 * addition of tiling, fields beyond that easily named in an 608 * addition of tiling, fields beyond that easily named in an
729 * This could be done in lex (like the object loader), but I think 612 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 613 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 614 * MSW 2001-07-01
732 */ 615 */
733bool 616bool
734maptile::load_header (object_thawer &thawer) 617maptile::_load_header (object_thawer &thawer)
735{ 618{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 619 for (;;)
741 { 620 {
742 keyword kw = thawer.get_kv ();
743
744 switch (kw) 621 switch (thawer.kw)
745 { 622 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 623 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 624 thawer.get_ml (KW_endmsg, msg);
755 break; 625 break;
756 626
757 case KW_lore: // CF+ extension 627 case KW_lore: // deliantra extension
758 thawer.get_ml (KW_endlore, maplore); 628 thawer.get_ml (KW_endlore, maplore);
759 break; 629 break;
760 630
761 case KW_maplore: 631 case KW_maplore:
762 thawer.get_ml (KW_endmaplore, maplore); 632 thawer.get_ml (KW_endmaplore, maplore);
779 case KW_shopgreed: thawer.get (shopgreed); break; 649 case KW_shopgreed: thawer.get (shopgreed); break;
780 case KW_shopmin: thawer.get (shopmin); break; 650 case KW_shopmin: thawer.get (shopmin); break;
781 case KW_shopmax: thawer.get (shopmax); break; 651 case KW_shopmax: thawer.get (shopmax); break;
782 case KW_shoprace: thawer.get (shoprace); break; 652 case KW_shoprace: thawer.get (shoprace); break;
783 case KW_outdoor: thawer.get (outdoor); break; 653 case KW_outdoor: thawer.get (outdoor); break;
784 case KW_temp: thawer.get (temp); break;
785 case KW_pressure: thawer.get (pressure); break;
786 case KW_humid: thawer.get (humid); break;
787 case KW_windspeed: thawer.get (windspeed); break;
788 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break;
790 654
791 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
793 659
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 660 case KW_region: thawer.get (default_region); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 662
797 // old names new names 663 // old names new names
798 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;
799 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;
807 673
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 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;
680
681 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 thawer.next ();
687 return true;
812 688
813 default: 689 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 690 if (!thawer.parse_error ("map"))
691 return false;
815 break; 692 break;
816 } 693 }
694
695 thawer.next ();
817 } 696 }
818 697
819 abort (); 698 abort ();
820} 699}
821 700
822bool 701//+GPL
823maptile::load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return load_header (thawer);
831}
832 702
833/****************************************************************************** 703/******************************************************************************
834 * This is the start of unique map handling code 704 * This is the start of unique map handling code
835 *****************************************************************************/ 705 *****************************************************************************/
836 706
843 int unique = 0; 713 int unique = 0;
844 for (object *op = spaces [i].bot; op; ) 714 for (object *op = spaces [i].bot; op; )
845 { 715 {
846 object *above = op->above; 716 object *above = op->above;
847 717
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
849 unique = 1; 719 unique = 1;
850 720
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
852 {
853 op->destroy_inv (false);
854 op->destroy (); 722 op->destroy ();
855 }
856 723
857 op = above; 724 op = above;
858 } 725 }
859 } 726 }
860} 727}
861 728
729//-GPL
730
862bool 731bool
863maptile::save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
864{ 733{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW(k), k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 735#define MAP_OUT2(k,v) freezer.put (KW(k), v)
867 736
868 MAP_OUT2 (arch, "map"); 737 MAP_OUT2 (arch, CS(map));
869 738
870 if (name) MAP_OUT (name); 739 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
875 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
878 748
879 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
880 {
881 char shop[MAX_BUF];
882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
884 }
885
886 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
887 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
888 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
889 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
890 MAP_OUT (darkness); 754
891 MAP_OUT (width); 755 MAP_OUT (width);
892 MAP_OUT (height); 756 MAP_OUT (height);
893 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
894 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
895 759 MAP_OUT (darkness);
896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
898
899 MAP_OUT (outdoor); 760 MAP_OUT (outdoor);
900 MAP_OUT (temp); 761
901 MAP_OUT (pressure); 762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
902 MAP_OUT (humid); 763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
906 764
907 MAP_OUT (per_player); 765 MAP_OUT (per_player);
908 MAP_OUT (per_party); 766 MAP_OUT (per_party);
909 767
910 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]);
911 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]);
912 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]);
913 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]);
914 774
915 freezer.put (this); 775 freezer.put (this);
916 freezer.put (KW_end); 776 freezer.put (KW(end));
917 777
918 return true; 778 return true;
919} 779}
920 780
921bool 781bool
922maptile::save_header (const char *path) 782maptile::_save_header (const char *path)
923{ 783{
924 object_freezer freezer; 784 object_freezer freezer;
925 785
926 if (!save_header (freezer)) 786 if (!_save_header (freezer))
927 return false; 787 return false;
928 788
929 return freezer.save (path); 789 return freezer.save (path);
930} 790}
791
792//+GPL
931 793
932/* 794/*
933 * Remove and free all objects in the given map. 795 * Remove and free all objects in the given map.
934 */ 796 */
935void 797void
936maptile::clear () 798maptile::clear ()
937{ 799{
938 if (!spaces) 800 if (spaces)
939 return; 801 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 802 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 803 while (object *op = ms->bot)
943 { 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
811 object *head = op->head_ ();
944 if (op->head) 812 if (op == head)
945 op = op->head;
946
947 op->destroy_inv (false);
948 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 }
819 }
820
821 sfree0 (spaces, size ());
949 } 822 }
950
951 sfree (spaces, size ()), spaces = 0;
952 823
953 if (buttons) 824 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 825 free_objectlinkpt (buttons), buttons = 0;
826
827 sfree0 (regions, size ());
828 delete [] regionmap; regionmap = 0;
955} 829}
956 830
957void 831void
958maptile::clear_header () 832maptile::clear_header ()
959{ 833{
961 msg = 0; 835 msg = 0;
962 maplore = 0; 836 maplore = 0;
963 shoprace = 0; 837 shoprace = 0;
964 delete [] shopitems, shopitems = 0; 838 delete [] shopitems, shopitems = 0;
965 839
966 for (int i = 0; i < 4; i++) 840 for (int i = 0; i < TILE_NUM; i++)
967 tile_path [i] = 0; 841 tile_path [i] = 0;
968} 842}
969 843
970maptile::~maptile () 844maptile::~maptile ()
971{ 845{
991 attachable::do_destroy (); 865 attachable::do_destroy ();
992 866
993 clear (); 867 clear ();
994} 868}
995 869
996/* 870/* decay and destroy perishable items in a map */
997 * Updates every button on the map (by calling update_button() for them). 871// TODO: should be done regularly, not on map load?
998 */
999void 872void
1000maptile::update_buttons () 873maptile::do_decay_objects ()
1001{ 874{
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next) 875 if (!spaces)
1003 for (objectlink *ol = obp->link; ol; ol = ol->next) 876 return;
877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
1004 { 880 {
1005 if (!ol->ob) 881 above = op->above;
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
887 bool destroy = 0;
888
889 if (op->flag [FLAG_IS_FLOOR]
890 || op->flag [FLAG_OBJ_ORIGINAL]
891 || op->flag [FLAG_UNIQUE]
892 || op->flag [FLAG_OVERLAY_FLOOR]
893 || op->flag [FLAG_UNPAID]
894 || op->is_alive ())
895 ; // do not decay
896 else if (op->is_weapon ())
1006 { 897 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 898 op->stats.dam--;
1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 899 if (op->stats.dam < 0)
1009 continue; 900 destroy = 1;
1010 } 901 }
1011 902 else if (op->is_armor ())
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 { 903 {
1014 update_button (ol->ob); 904 op->stats.ac--;
1015 break; 905 if (op->stats.ac < 0)
906 destroy = 1;
1016 } 907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
914 else
915 {
916 int mat = op->materials;
917
918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 //|| (mat & M_ICE && temp > 32)
929 )
930 destroy = 1;
931 }
932
933 /* adjust overall chance below */
934 if (destroy && rndm (0, 1))
935 op->destroy ();
1017 } 936 }
1018} 937}
1019 938
1020/* 939/*
1021 * 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.
1022 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
1023 * 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.
1024 * 943 *
1025 * 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
1026 * 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
1027 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
1028 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
1029 */ 948 */
1030int 949int
1031maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
1032{ 951{
1033 long monster_cnt = 0; 952 long monster_cnt = 0;
1035 sint64 total_exp = 0; 954 sint64 total_exp = 0;
1036 955
1037 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1038 for (object *op = ms->bot; op; op = op->above) 957 for (object *op = ms->bot; op; op = op->above)
1039 { 958 {
1040 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (op->flag [FLAG_MONSTER])
1041 { 960 {
1042 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1043 monster_cnt++; 962 monster_cnt++;
1044 } 963 }
1045 964
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (op->flag [FLAG_GENERATOR])
1047 { 966 {
1048 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
1049 968
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
1051 total_exp += at->clone.stats.exp * 8; 971 total_exp += at->stats.exp * 8;
1052
1053 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 }
1054 } 980 }
1055 } 981 }
1056 982
1057 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
1058 984
1071 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1072 */ 998 */
1073int 999int
1074maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
1075{ 1001{
1076 int new_level = darkness + change;
1077
1078 /* Nothing to do */ 1002 /* Nothing to do */
1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1080 return 0; 1004 return 0;
1081 1005
1082 /* inform all players on the map */ 1006 /* inform all players on the map */
1083 if (change > 0) 1007 if (change > 0)
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 else 1009 else
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 1011
1088 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1089 * we need to be extra careful about negative values.
1090 * In general, the checks below are only needed if change
1091 * is not +/-1
1092 */
1093 if (new_level < 0)
1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1098 darkness = new_level;
1099 1013
1100 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1102 return 1; 1017 return 1;
1103} 1018}
1104 1019
1105/* 1020/*
1106 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1109 * through, etc) 1024 * through, etc)
1110 */ 1025 */
1111void 1026void
1112mapspace::update_ () 1027mapspace::update_ ()
1113{ 1028{
1114 object *tmp, *last = 0; 1029 object *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE;
1116 New_Face *top, *floor, *middle; 1031 sint8 light = 0;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 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;
1119 1037
1120 middle = blank_face; 1038 //object *middle = 0;
1121 top = blank_face; 1039 //object *top = 0;
1122 floor = blank_face; 1040 //object *floor = 0;
1041 // this seems to generate better code than using locals, above
1042 object *&top = faces_obj[0] = 0;
1043 object *&middle = faces_obj[1] = 0;
1044 object *&floor = faces_obj[2] = 0;
1123 1045
1124 middle_obj = 0; 1046 object::flags_t allflags; // all flags of all objects or'ed together
1125 top_obj = 0;
1126 floor_obj = 0;
1127 1047
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1049 {
1130 /* This could be made additive I guess (two lights better than 1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1131 * one). But if so, it shouldn't be a simple additive - 2
1132 * light bulbs do not illuminate twice as far as once since
1133 * it is a dissapation factor that is cubed.
1134 */
1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius; 1051 light += tmp->glow_radius;
1137 1052
1138 /* This call is needed in order to update objects the player 1053 /* This call is needed in order to update objects the player
1139 * is standing in that have animations (ie, grass, fire, etc). 1054 * is standing in that have animations (ie, grass, fire, etc).
1140 * However, it also causes the look window to be re-drawn 1055 * However, it also causes the look window to be re-drawn
1141 * 3 times each time the player moves, because many of the 1056 * 3 times each time the player moves, because many of the
1142 * functions the move_player calls eventualy call this. 1057 * functions the move_player calls eventualy call this.
1143 * 1058 *
1144 * Always put the player down for drawing. 1059 * Always put the player down for drawing.
1145 */ 1060 */
1146 if (!tmp->invisible) 1061 if (expect_true (!tmp->invisible))
1147 { 1062 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1064 top = tmp;
1152 } 1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1066 {
1155 /* 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,
1156 * so should not be visible, so we clear them. 1068 * so should not be visible, so we clear them.
1157 */ 1069 */
1158 middle = blank_face; 1070 middle = 0;
1159 top = blank_face; 1071 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1162 } 1075 }
1163 /* Flag anywhere have high priority */ 1076 else
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1077 {
1166 middle = tmp->face; 1078 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 {
1080 ++items;
1081 volume += tmp->volume ();
1082 }
1167 1083
1168 middle_obj = tmp; 1084 /* Flag anywhere have high priority */
1085 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1169 anywhere = 1; 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;
1095 middle = tmp;
1096 }
1170 } 1097 }
1171 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the
1173 * top
1174 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp;
1179 }
1180 }
1181
1182 if (tmp == tmp->above)
1183 {
1184 LOG (llevError, "Error in structure of map\n");
1185 exit (-1);
1186 } 1098 }
1187 1099
1188 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1189 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1190 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1191 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1192 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1193 1105
1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1106 allflags |= tmp->flag;
1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1107
1196 if (tmp->type == PLAYER) flags |= P_PLAYER; 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1200 } 1110 }
1201 1111
1202 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);
1203 this->flags_ = flags; 1123 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow; 1124 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on; 1125 this->move_on = move_on;
1206 this->move_off = move_off; 1126 this->move_off = move_off;
1207 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
1208 1130
1209 /* 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),
1210 * 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
1211 * this point. 1133 * this point.
1212 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
1219 * middle face. This should not happen, as we already have the 1141 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1142 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1143 * may be possible for the faces to match but be different objects.
1222 */ 1144 */
1223 if (top == middle) 1145 if (top == middle)
1224 middle = blank_face; 1146 middle = 0;
1225 1147
1226 /* There are three posibilities at this point: 1148 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1149 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1150 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1151 * 3) neither middle or top is set - need to set both.
1230 */ 1152 */
1231 1153
1232 for (tmp = last; tmp; tmp = tmp->below) 1154 for (object *tmp = last; tmp; tmp = tmp->below)
1233 { 1155 {
1234 /* 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 */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1157 if (tmp->flag [FLAG_IS_FLOOR])
1236 break; 1158 break;
1237 1159
1238 /* If two top faces are already set, quit processing */ 1160 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1161 if (top && middle)
1240 break; 1162 break;
1241 1163
1242 /* Only show visible faces, unless its the editor - show all */ 1164 /* Only show visible faces */
1243 if (!tmp->invisible || editor) 1165 if (!tmp->invisible)
1244 { 1166 {
1245 /* Fill in top if needed */ 1167 /* Fill in top if needed */
1246 if (top == blank_face) 1168 if (!top)
1247 { 1169 {
1248 top = tmp->face;
1249 top_obj = tmp; 1170 top = tmp;
1250 if (top == middle) 1171 if (top == middle)
1251 middle = blank_face; 1172 middle = 0;
1252 } 1173 }
1253 else 1174 else
1254 { 1175 {
1255 /* top is already set - we should only get here if 1176 /* top is already set - we should only get here if
1256 * middle is not set 1177 * middle is not set
1257 * 1178 *
1258 * Set the middle face and break out, since there is nothing 1179 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1180 * more to fill in. We don't check visiblity here, since
1260 * 1181 *
1261 */ 1182 */
1262 if (tmp->face != top) 1183 if (tmp != top)
1263 { 1184 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1185 middle = tmp;
1266 break; 1186 break;
1267 } 1187 }
1268 } 1188 }
1269 } 1189 }
1270 } 1190 }
1271 1191
1272 if (middle == floor) 1192 if (middle == floor)
1273 middle = blank_face; 1193 middle = 0;
1274 1194
1275 if (top == middle) 1195 if (top == middle)
1276 middle = blank_face; 1196 middle = 0;
1277 1197
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1198#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1199 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1200 faces_obj [1] = middle;
1201 faces_obj [2] = floor;
1202#endif
1281} 1203}
1282 1204
1283/* this updates the orig_map->tile_map[tile_num] value after loading 1205maptile *
1284 * the map. It also takes care of linking back the freshly loaded 1206maptile::tile_available (int dir, bool load)
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num]. It really only does this
1287 * so that it is easier for calling functions to verify success.
1288 */
1289static maptile *
1290load_and_link_tiled_map (maptile *orig_map, int tile_num)
1291{ 1207{
1292 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1208 if (tile_path[dir])
1293
1294 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1295 {
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1298 &orig_map->tile_path[tile_num], &orig_map->path);
1299 mp = new maptile (1, 1);
1300 mp->alloc ();
1301 mp->in_memory = MAP_IN_MEMORY;
1302 } 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];
1303 1213
1304 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 }
1305 1218
1306 orig_map->tile_map[tile_num] = mp;
1307
1308 // optimisation: back-link map to origin map if euclidean
1309 //TODO: non-euclidean maps MUST GO
1310 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1311 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1312
1313 return mp; 1219 return 0;
1314} 1220}
1315 1221
1316/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
1317 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
1318 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
1331 if (!m) 1237 if (!m)
1332 return 0; 1238 return 0;
1333 1239
1334 if (x < 0) 1240 if (x < 0)
1335 { 1241 {
1336 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
1337 return 1; 1243 return 1;
1338 1244
1339 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 3);
1341
1342 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);
1343 } 1246 }
1344 1247
1345 if (x >= m->width) 1248 if (x >= m->width)
1346 { 1249 {
1347 if (!m->tile_path[1]) 1250 if (!m->tile_available (1))
1348 return 1; 1251 return 1;
1349 1252
1350 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 1);
1352
1353 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);
1354 } 1254 }
1355 1255
1356 if (y < 0) 1256 if (y < 0)
1357 { 1257 {
1358 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
1359 return 1; 1259 return 1;
1360 1260
1361 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 0);
1363
1364 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);
1365 } 1262 }
1366 1263
1367 if (y >= m->height) 1264 if (y >= m->height)
1368 { 1265 {
1369 if (!m->tile_path[2]) 1266 if (!m->tile_available (2))
1370 return 1; 1267 return 1;
1371
1372 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 load_and_link_tiled_map (m, 2);
1374 1268
1375 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);
1376 } 1270 }
1377 1271
1378 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
1383 1277
1384/* This is basically the same as out_of_map above, but 1278/* This is basically the same as out_of_map above, but
1385 * instead we return NULL if no map is valid (coordinates 1279 * instead we return NULL if no map is valid (coordinates
1386 * out of bounds and no tiled map), otherwise it returns 1280 * out of bounds and no tiled map), otherwise it returns
1387 * the map as that the coordinates are really on, and 1281 * the map as that the coordinates are really on, and
1388 * updates x and y to be the localized coordinates. 1282 * updates x and y to be the localised coordinates.
1389 * Using this is more efficient of calling out_of_map 1283 * Using this is more efficient of calling out_of_map
1390 * and then figuring out what the real map is 1284 * and then figuring out what the real map is
1391 */ 1285 */
1392maptile * 1286maptile *
1393get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1287maptile::xy_find (sint16 &x, sint16 &y)
1394{ 1288{
1395 if (*x < 0) 1289 if (x < 0)
1396 { 1290 {
1397 if (!m->tile_path[3]) 1291 if (!tile_available (3))
1398 return 0; 1292 return 0;
1399 1293
1400 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1401 load_and_link_tiled_map (m, 3);
1402
1403 *x += m->tile_map[3]->width; 1294 x += tile_map[3]->width;
1404 return (get_map_from_coord (m->tile_map[3], x, y)); 1295 return tile_map[3]->xy_find (x, y);
1405 } 1296 }
1406 1297
1407 if (*x >= m->width) 1298 if (x >= width)
1408 { 1299 {
1409 if (!m->tile_path[1]) 1300 if (!tile_available (1))
1410 return 0; 1301 return 0;
1411 1302
1412 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1413 load_and_link_tiled_map (m, 1);
1414
1415 *x -= m->width; 1303 x -= width;
1416 return (get_map_from_coord (m->tile_map[1], x, y)); 1304 return tile_map[1]->xy_find (x, y);
1417 } 1305 }
1418 1306
1419 if (*y < 0) 1307 if (y < 0)
1420 { 1308 {
1421 if (!m->tile_path[0]) 1309 if (!tile_available (0))
1422 return 0; 1310 return 0;
1423 1311
1424 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1425 load_and_link_tiled_map (m, 0);
1426
1427 *y += m->tile_map[0]->height; 1312 y += tile_map[0]->height;
1428 return (get_map_from_coord (m->tile_map[0], x, y)); 1313 return tile_map[0]->xy_find (x, y);
1429 } 1314 }
1430 1315
1431 if (*y >= m->height) 1316 if (y >= height)
1432 { 1317 {
1433 if (!m->tile_path[2]) 1318 if (!tile_available (2))
1434 return 0; 1319 return 0;
1435 1320
1436 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1437 load_and_link_tiled_map (m, 2);
1438
1439 *y -= m->height; 1321 y -= height;
1440 return (get_map_from_coord (m->tile_map[2], x, y)); 1322 return tile_map[2]->xy_find (x, y);
1441 } 1323 }
1442 1324
1443 /* Simple case - coordinates are within this local 1325 /* Simple case - coordinates are within this local
1444 * map. 1326 * map.
1445 */ 1327 */
1446 return m; 1328 return this;
1447} 1329}
1448 1330
1449/** 1331/**
1450 * 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
1451 * map1 to map2 in dx/dy. 1333 * map1 to map2 in dx/dy.
1452 */ 1334 */
1453static int 1335int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1455{ 1337{
1456 if (!map1 || !map2) 1338 if (!map1 || !map2)
1457 return 0; 1339 return 0;
1458 1340
1341 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1342 //fix: compare paths instead (this is likely faster, too!)
1459 if (map1 == map2) 1343 if (map1 == map2)
1460 { 1344 {
1461 *dx = 0; 1345 *dx = 0;
1462 *dy = 0; 1346 *dy = 0;
1463 } 1347 }
1464 else if (map1->tile_map[0] == map2) 1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
1465 { /* up */ 1349 {
1466 *dx = 0; 1350 *dx = 0;
1467 *dy = -map2->height; 1351 *dy = -map2->height;
1468 } 1352 }
1469 else if (map1->tile_map[1] == map2) 1353 else if (map1->tile_available (TILE_EAST , false) == map2)
1470 { /* right */ 1354 {
1471 *dx = map1->width; 1355 *dx = map1->width;
1472 *dy = 0; 1356 *dy = 0;
1473 } 1357 }
1474 else if (map1->tile_map[2] == map2) 1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1475 { /* down */ 1359 {
1476 *dx = 0; 1360 *dx = 0;
1477 *dy = map1->height; 1361 *dy = map1->height;
1478 } 1362 }
1479 else if (map1->tile_map[3] == map2) 1363 else if (map1->tile_available (TILE_WEST , false) == map2)
1480 { /* left */ 1364 {
1481 *dx = -map2->width; 1365 *dx = -map2->width;
1482 *dy = 0; 1366 *dy = 0;
1483 } 1367 }
1484 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)
1485 { /* up right */ 1369 { /* up right */
1486 *dx = map1->tile_map[0]->width; 1370 *dx = +map1->tile_map[TILE_NORTH]->width;
1487 *dy = -map1->tile_map[0]->height; 1371 *dy = -map1->tile_map[TILE_NORTH]->height;
1488 } 1372 }
1489 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)
1490 { /* up left */ 1374 { /* up left */
1491 *dx = -map2->width; 1375 *dx = -map2->width;
1492 *dy = -map1->tile_map[0]->height; 1376 *dy = -map1->tile_map[TILE_NORTH]->height;
1493 } 1377 }
1494 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)
1495 { /* right up */ 1379 { /* right up */
1496 *dx = map1->width; 1380 *dx = +map1->width;
1497 *dy = -map2->height; 1381 *dy = -map2->height;
1498 } 1382 }
1499 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)
1500 { /* right down */ 1384 { /* right down */
1501 *dx = map1->width; 1385 *dx = +map1->width;
1502 *dy = map1->tile_map[1]->height; 1386 *dy = +map1->tile_map[TILE_EAST]->height;
1503 } 1387 }
1504 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)
1505 { /* down right */ 1389 { /* down right */
1506 *dx = map1->tile_map[2]->width; 1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
1507 *dy = map1->height; 1391 *dy = +map1->height;
1508 } 1392 }
1509 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)
1510 { /* down left */ 1394 { /* down left */
1511 *dx = -map2->width; 1395 *dx = -map2->width;
1512 *dy = map1->height; 1396 *dy = +map1->height;
1513 } 1397 }
1514 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)
1515 { /* left up */ 1399 { /* left up */
1516 *dx = -map1->tile_map[3]->width; 1400 *dx = -map1->tile_map[TILE_WEST]->width;
1517 *dy = -map2->height; 1401 *dy = -map2->height;
1518 } 1402 }
1519 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)
1520 { /* left down */ 1404 { /* left down */
1521 *dx = -map1->tile_map[3]->width; 1405 *dx = -map1->tile_map[TILE_WEST]->width;
1522 *dy = map1->tile_map[3]->height; 1406 *dy = +map1->tile_map[TILE_WEST]->height;
1523 } 1407 }
1524 else 1408 else
1525 return 0; 1409 return 0;
1526 1410
1527 return 1; 1411 return 1;
1412}
1413
1414maptile *
1415maptile::xy_load (sint16 &x, sint16 &y)
1416{
1417 maptile *map = xy_find (x, y);
1418
1419 if (map)
1420 map->load_sync ();
1421
1422 return map;
1423}
1424
1425maptile *
1426get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1427{
1428 return m->xy_load (*x, *y);
1528} 1429}
1529 1430
1530/* From map.c 1431/* From map.c
1531 * This is used by get_player to determine where the other 1432 * This is used by get_player to determine where the other
1532 * creature is. get_rangevector takes into account map tiling, 1433 * creature is. get_rangevector takes into account map tiling,
1533 * so you just can not look the the map coordinates and get the 1434 * so you just can not look the the map coordinates and get the
1534 * righte value. distance_x/y are distance away, which 1435 * righte value. distance_x/y are distance away, which
1535 * can be negativbe. direction is the crossfire direction scheme 1436 * can be negative. direction is the crossfire direction scheme
1536 * that the creature should head. part is the part of the 1437 * that the creature should head. part is the part of the
1537 * monster that is closest. 1438 * monster that is closest.
1538 * 1439 *
1539 * get_rangevector looks at op1 and op2, and fills in the 1440 * get_rangevector looks at op1 and op2, and fills in the
1540 * structure for op1 to get to op2. 1441 * structure for op1 to get to op2.
1546 * 1447 *
1547 * currently, the only flag supported (0x1) is don't translate for 1448 * currently, the only flag supported (0x1) is don't translate for
1548 * closest body part of 'op1' 1449 * closest body part of 'op1'
1549 */ 1450 */
1550void 1451void
1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1552{ 1453{
1553 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))
1554 { 1455 {
1555 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
1556 retval->distance = 100000; 1457 retval->distance = 10000;
1557 retval->distance_x = 32767; 1458 retval->distance_x = 10000;
1558 retval->distance_y = 32767; 1459 retval->distance_y = 10000;
1559 retval->direction = 0; 1460 retval->direction = 0;
1560 retval->part = 0; 1461 retval->part = 0;
1561 } 1462 }
1562 else 1463 else
1563 { 1464 {
1564 object *best;
1565
1566 retval->distance_x += op2->x - op1->x; 1465 retval->distance_x += op2->x - op1->x;
1567 retval->distance_y += op2->y - op1->y; 1466 retval->distance_y += op2->y - op1->y;
1568 1467
1569 best = op1; 1468 object *best = op1;
1469
1570 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
1571 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 1) && op1->more)
1572 { 1472 {
1573 object *tmp; 1473 int best_distance = idistance (retval->distance_x, retval->distance_y);
1574 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1575 1474
1576 /* 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
1577 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
1578 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
1579 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
1580 * below works. 1479 * below works.
1581 */ 1480 */
1582 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1583 { 1482 {
1584 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);
1585 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484
1586 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
1587 { 1486 {
1588 best_distance = tmpi; 1487 best_distance = tmpi;
1589 best = tmp; 1488 best = tmp;
1590 } 1489 }
1591 } 1490 }
1491
1592 if (best != op1) 1492 if (best != op1)
1593 { 1493 {
1594 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
1595 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
1596 } 1496 }
1597 } 1497 }
1498
1598 retval->part = best; 1499 retval->part = best;
1599 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1600 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1601 } 1502 }
1602} 1503}
1603 1504
1604/* 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
1605 * the first parameter being an object, it instead is the map 1506 * the first parameter being an object, it instead is the map
1609 * flags has no meaning for this function at this time - I kept it in to 1510 * flags has no meaning for this function at this time - I kept it in to
1610 * 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
1611 * 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
1612 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
1613 */ 1514 */
1614
1615void 1515void
1616get_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)
1617{ 1517{
1618 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))
1619 { 1519 {
1620 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
1621 retval->distance = 100000; 1521 retval->distance = 100000;
1622 retval->distance_x = 32767; 1522 retval->distance_x = 32767;
1623 retval->distance_y = 32767; 1523 retval->distance_y = 32767;
1624 retval->direction = 0; 1524 retval->direction = 0;
1625 retval->part = 0; 1525 retval->part = 0;
1626 } 1526 }
1627 else 1527 else
1628 { 1528 {
1629 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1630 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1631 1531
1632 retval->part = NULL; 1532 retval->part = 0;
1633 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1635 } 1535 }
1636} 1536}
1637 1537
1638/* 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
1639 * (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
1649 int dx, dy; 1549 int dx, dy;
1650 1550
1651 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1652} 1552}
1653 1553
1554//-GPL
1555
1654object * 1556object *
1655maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1656{ 1558{
1657 if (!op->flag [FLAG_REMOVED])
1658 op->remove ();
1659
1660 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);
1661} 1560}
1662 1561
1562region *
1563maptile::region (int x, int y) const
1564{
1565 if (regions
1566 && regionmap
1567 && !OUT_OF_REAL_MAP (this, x, y))
1568 if (struct region *reg = regionmap [regions [y * width + x]])
1569 return reg;
1570
1571 if (default_region)
1572 return default_region;
1573
1574 return ::region::default_region ();
1575}
1576
1577//+GPL
1578
1579/* picks a random object from a style map.
1580 */
1581object *
1582maptile::pick_random_object (rand_gen &gen) const
1583{
1584 /* while returning a null object will result in a crash, that
1585 * is actually preferable to an infinite loop. That is because
1586 * most servers will automatically restart in case of crash.
1587 * Change the logic on getting the random space - shouldn't make
1588 * any difference, but this seems clearer to me.
1589 */
1590 for (int i = 1000; --i;)
1591 {
1592 object *pick = at (gen (width), gen (height)).bot;
1593
1594 // must be head: do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ())
1596 return pick;
1597 }
1598
1599 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug);
1601}
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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