ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.107 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.207 by root, Thu May 5 18:59:43 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 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 it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 31
48/* 32sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 33
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
167 return 0; 96 return 0;
168 97
169 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
181 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
185 */ 114 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
187 { 116 {
188 117 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 118 {
192 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
194 * pass through this space. 121 return 1;
195 */ 122 else
196 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
197 { 126 {
198 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
199 return 1; 131 return 1;
200 else 132 }
201 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
202 } 142 }
203 else 143 else
204 { 144 return 1; // unconditional block
205 /* In this case, the player must not have the object - 145
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 146 } else {
215 { 147 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 149 // blocks anything
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 150
225 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR 152 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
230 return 1; 154 return 1;
231 } 155 }
232
233 } 156 }
157
234 return 0; 158 return 0;
235} 159}
236 160
237/* 161/*
238 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
239 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
243 * 167 *
244 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
245 * 169 *
246 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
258 * 182 *
259 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
260 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
261 * against the move_block values. 185 * against the move_block values.
262 */ 186 */
263int 187bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
265{ 189{
266 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
280 193
281 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
282 { 195 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
284 196
285 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 198
287 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 200 return 1;
289 201
290 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
291 203 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
295 */ 205 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 207 continue;
299 208
300 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
301 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
302 */ 211 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
304 return P_NO_PASS; 213 return 1;
305 } 214 }
306 215
307 return 0; 216 return 0;
308} 217}
309 218
310/* When the map is loaded, load_object does not actually insert objects 219//-GPL
311 * into inventory, but just links them. What this does is go through
312 * and insert them properly.
313 * The object 'container' is the object that contains the inventory.
314 * This is needed so that we can update the containers weight.
315 */
316void
317fix_container (object *container)
318{
319 object *tmp = container->inv, *next;
320
321 container->inv = 0;
322 while (tmp)
323 {
324 next = tmp->below;
325 if (tmp->inv)
326 fix_container (tmp);
327
328 insert_ob_in_ob (tmp, container);
329 tmp = next;
330 }
331
332 /* sum_weight will go through and calculate what all the containers are
333 * carrying.
334 */
335 sum_weight (container);
336}
337 220
338void 221void
339maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
340{ 223{
341 if (!spaces) 224 if (!spaces)
343 226
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
347} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
348 259
349/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
352 * they are saved). 263 * they are saved).
356{ 267{
357 if (!spaces) 268 if (!spaces)
358 return; 269 return;
359 270
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 272 {
273 object *op = ms->bot;
274 while (op)
362 { 275 {
363 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
365 { 278 {
366 op->remove (); 279 op->remove ();
367 op->expand_tail (); 280 op->expand_tail ();
281
282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
369 } 289 }
290 else
291 op = op->above;
370 } 292 }
293 }
371} 294}
295
296//-GPL
372 297
373/* 298/*
374 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer. 300 * file pointer.
376 */ 301 */
377bool 302bool
378maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
379{ 304{
380 for (;;) 305 for (;;)
381 { 306 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
383 308
384 switch (f.kw) 309 switch (f.kw)
385 { 310 {
386 case KW_arch: 311 case KW_arch:
387 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
388 { 313 {
314 // TODO: why?
389 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
390 sum_weight (op); 318 op->update_weight ();
319 }
391 320
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
393 } 344 }
394 345
395 continue; 346 continue;
396 347
397 case KW_EOF: 348 case KW_EOF:
410} 361}
411 362
412void 363void
413maptile::activate () 364maptile::activate ()
414{ 365{
415 active = true; 366 if (state != MAP_INACTIVE)
367 return;
416 368
417 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
421} 374}
422 375
423void 376void
424maptile::deactivate () 377maptile::deactivate ()
425{ 378{
426 active = false; 379 if (state != MAP_ACTIVE)
380 return;
427 381
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 384 op->deactivate_recursive ();
385
386 state = MAP_INACTIVE;
432} 387}
433 388
434bool 389bool
435maptile::_save_objects (object_freezer &f, int flags) 390maptile::_save_objects (object_freezer &f, int flags)
436{ 391{
442 if (!spaces) 397 if (!spaces)
443 return false; 398 return false;
444 399
445 for (int i = 0; i < size (); ++i) 400 for (int i = 0; i < size (); ++i)
446 { 401 {
447 int unique = 0; 402 bool unique = 0;
403
448 for (object *op = spaces [i].bot; op; op = op->above) 404 for (object *op = spaces [i].bot; op; op = op->above)
449 { 405 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 407
453 if (!op->can_map_save ()) 408 if (expect_false (!op->can_map_save ()))
454 continue; 409 continue;
455 410
456 if (unique || op->flag [FLAG_UNIQUE]) 411 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 412 {
458 if (flags & IO_UNIQUES) 413 if (flags & IO_UNIQUES)
459 op->write (f); 414 op->write (f);
460 } 415 }
461 else if (flags & IO_OBJECTS) 416 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 417 op->write (f);
463 } 418 }
464 } 419 }
465 420
466 coroapi::cede_to_tick (); 421 coroapi::cede_to_tick ();
467 422
468 return true; 423 return true;
469} 424}
470 425
471bool 426bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491}
492
493bool
494maptile::_save_objects (const char *path, int flags) 427maptile::_save_objects (const char *path, int flags)
495{ 428{
496 object_freezer freezer; 429 object_freezer freezer;
497 430
498 if (!_save_objects (freezer, flags)) 431 if (!_save_objects (freezer, flags))
499 return false; 432 return false;
500 433
501 return freezer.save (path); 434 return freezer.save (path);
502} 435}
503 436
504maptile::maptile () 437void
438maptile::init ()
505{ 439{
506 in_memory = MAP_SWAPPED; 440 state = MAP_SWAPPED;
507 441
508 /* 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
509 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
510 */ 444 */
511 width = 16; 445 width = 16;
512 height = 16; 446 height = 16;
513 timeout = 300; 447 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything 448 max_items = MAX_ITEM_PER_ACTION;
515 max_volume = 2000000; // 2m³ 449 max_volume = 2000000; // 2m³
516}
517
518maptile::maptile (int w, int h)
519{
520 in_memory = MAP_SWAPPED;
521
522 width = w;
523 height = h;
524 reset_timeout = 0; 450 reset_timeout = 0;
525 timeout = 300;
526 enter_x = 0; 451 enter_x = 0;
527 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;
528 466
529 alloc (); 467 alloc ();
530} 468}
531 469
532/* 470/*
540 if (spaces) 478 if (spaces)
541 return; 479 return;
542 480
543 spaces = salloc0<mapspace> (size ()); 481 spaces = salloc0<mapspace> (size ());
544} 482}
483
484//+GPL
545 485
546/* 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
547 * 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
548 * at a later date. 488 * at a later date.
549 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
626 return items; 566 return items;
627} 567}
628 568
629/* 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
630 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
631static void 571static const char *
632print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
633{ 573{
634 int i; 574 static dynbuf_text buf; buf.clear ();
635 char tmp[MAX_BUF]; 575 bool first = true;
636 576
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
639 { 578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
640 if (m->shopitems[i].typenum) 584 if (m->shopitems[i].typenum)
641 { 585 {
642 if (m->shopitems[i].strength) 586 if (m->shopitems[i].strength)
643 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);
644 else 588 else
645 sprintf (tmp, "%s;", m->shopitems[i].name); 589 buf.printf ("%s", m->shopitems[i].name);
646 } 590 }
647 else 591 else
648 { 592 {
649 if (m->shopitems[i].strength) 593 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 594 buf.printf ("*:%d", m->shopitems[i].strength);
651 else 595 else
652 sprintf (tmp, "*"); 596 buf.printf ("*");
653 } 597 }
654
655 strcat (output_string, tmp);
656 } 598 }
599
600 return buf;
657} 601}
602
603//-GPL
658 604
659/* This loads the header information of the map. The header 605/* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc. 606 * contains things like difficulty, size, timeout, etc.
661 * 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
662 * addition of tiling, fields beyond that easily named in an 608 * addition of tiling, fields beyond that easily named in an
670bool 616bool
671maptile::_load_header (object_thawer &thawer) 617maptile::_load_header (object_thawer &thawer)
672{ 618{
673 for (;;) 619 for (;;)
674 { 620 {
675 thawer.next ();
676
677 switch (thawer.kw) 621 switch (thawer.kw)
678 { 622 {
679 case KW_msg: 623 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 624 thawer.get_ml (KW_endmsg, msg);
681 break; 625 break;
682 626
683 case KW_lore: // CF+ extension 627 case KW_lore: // deliantra extension
684 thawer.get_ml (KW_endlore, maplore); 628 thawer.get_ml (KW_endlore, maplore);
685 break; 629 break;
686 630
687 case KW_maplore: 631 case KW_maplore:
688 thawer.get_ml (KW_endmaplore, maplore); 632 thawer.get_ml (KW_endmaplore, maplore);
705 case KW_shopgreed: thawer.get (shopgreed); break; 649 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break; 650 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break; 651 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break; 652 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break; 653 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716 654
717 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
718 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;
719 659
720 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: thawer.get (default_region); break;
721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
722 662
723 // old names new names 663 // old names new names
724 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;
725 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;
733 673
734 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
735 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
736 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
737 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;
738 684
739 case KW_end: 685 case KW_end:
686 thawer.next ();
740 return true; 687 return true;
741 688
742 default: 689 default:
743 if (!thawer.parse_error ("map", 0)) 690 if (!thawer.parse_error ("map"))
744 return false; 691 return false;
745 break; 692 break;
746 } 693 }
694
695 thawer.next ();
747 } 696 }
748 697
749 abort (); 698 abort ();
750} 699}
751 700
752bool 701//+GPL
753maptile::_load_header (const char *path)
754{
755 object_thawer thawer (path);
756
757 if (!thawer)
758 return false;
759
760 return _load_header (thawer);
761}
762 702
763/****************************************************************************** 703/******************************************************************************
764 * This is the start of unique map handling code 704 * This is the start of unique map handling code
765 *****************************************************************************/ 705 *****************************************************************************/
766 706
773 int unique = 0; 713 int unique = 0;
774 for (object *op = spaces [i].bot; op; ) 714 for (object *op = spaces [i].bot; op; )
775 { 715 {
776 object *above = op->above; 716 object *above = op->above;
777 717
778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
779 unique = 1; 719 unique = 1;
780 720
781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
782 {
783 op->destroy_inv (false);
784 op->destroy (); 722 op->destroy ();
785 }
786 723
787 op = above; 724 op = above;
788 } 725 }
789 } 726 }
790} 727}
791 728
729//-GPL
730
792bool 731bool
793maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
794{ 733{
795#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW(k), k)
796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 735#define MAP_OUT2(k,v) freezer.put (KW(k), v)
797 736
798 MAP_OUT2 (arch, "map"); 737 MAP_OUT2 (arch, CS(map));
799 738
800 if (name) MAP_OUT (name); 739 if (name) MAP_OUT (name);
801 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
802 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
803 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
804 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
805 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
806
807 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
808 748
809 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
810 {
811 char shop[MAX_BUF];
812 print_shop_string (this, shop);
813 MAP_OUT2 (shopitems, shop);
814 }
815
816 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
817 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
818 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
819 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
820 MAP_OUT (darkness); 754
821 MAP_OUT (width); 755 MAP_OUT (width);
822 MAP_OUT (height); 756 MAP_OUT (height);
823 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
824 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
825 759 MAP_OUT (darkness);
826 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
827 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
828
829 MAP_OUT (outdoor); 760 MAP_OUT (outdoor);
830 MAP_OUT (temp); 761
831 MAP_OUT (pressure); 762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
832 MAP_OUT (humid); 763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
833 MAP_OUT (windspeed);
834 MAP_OUT (winddir);
835 MAP_OUT (sky);
836 764
837 MAP_OUT (per_player); 765 MAP_OUT (per_player);
838 MAP_OUT (per_party); 766 MAP_OUT (per_party);
839 767
840 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]);
841 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]);
842 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]);
843 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]);
844 774
845 freezer.put (this); 775 freezer.put (this);
846 freezer.put (KW_end); 776 freezer.put (KW(end));
847 777
848 return true; 778 return true;
849} 779}
850 780
851bool 781bool
857 return false; 787 return false;
858 788
859 return freezer.save (path); 789 return freezer.save (path);
860} 790}
861 791
792//+GPL
793
862/* 794/*
863 * Remove and free all objects in the given map. 795 * Remove and free all objects in the given map.
864 */ 796 */
865void 797void
866maptile::clear () 798maptile::clear ()
867{ 799{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
871 if (spaces) 800 if (spaces)
872 { 801 {
873 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 802 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 while (object *op = ms->bot) 803 while (object *op = ms->bot)
875 { 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
876 op = op->head_ (); 811 object *head = op->head_ ();
877 op->destroy_inv (false); 812 if (op == head)
878 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 }
879 } 819 }
880 820
881 sfree (spaces, size ()), spaces = 0; 821 sfree0 (spaces, size ());
882 } 822 }
883 823
884 if (buttons) 824 if (buttons)
885 free_objectlinkpt (buttons), buttons = 0; 825 free_objectlinkpt (buttons), buttons = 0;
826
827 sfree0 (regions, size ());
828 delete [] regionmap; regionmap = 0;
886} 829}
887 830
888void 831void
889maptile::clear_header () 832maptile::clear_header ()
890{ 833{
892 msg = 0; 835 msg = 0;
893 maplore = 0; 836 maplore = 0;
894 shoprace = 0; 837 shoprace = 0;
895 delete [] shopitems, shopitems = 0; 838 delete [] shopitems, shopitems = 0;
896 839
897 for (int i = 0; i < 4; i++) 840 for (int i = 0; i < array_length (tile_path); i++)
898 tile_path [i] = 0; 841 tile_path [i] = 0;
899} 842}
900 843
901maptile::~maptile () 844maptile::~maptile ()
902{ 845{
909 /* We need to look through all the maps and see if any maps 852 /* We need to look through all the maps and see if any maps
910 * are pointing at this one for tiling information. Since 853 * are pointing at this one for tiling information. Since
911 * tiling can be asymetric, we just can not look to see which 854 * tiling can be asymetric, we just can not look to see which
912 * maps this map tiles with and clears those. 855 * maps this map tiles with and clears those.
913 */ 856 */
914 for (int i = 0; i < 4; i++) 857 for (int i = 0; i < array_length (tile_path); i++)
915 if (tile_map[i] == m) 858 if (tile_map[i] == m)
916 tile_map[i] = 0; 859 tile_map[i] = 0;
917} 860}
918 861
919void 862void
922 attachable::do_destroy (); 865 attachable::do_destroy ();
923 866
924 clear (); 867 clear ();
925} 868}
926 869
927/* 870/* decay and destroy perishable items in a map */
928 * Updates every button on the map (by calling update_button() for them). 871// TODO: should be done regularly, not on map load?
929 */
930void 872void
931maptile::update_buttons () 873maptile::do_decay_objects ()
932{ 874{
933 for (oblinkpt *obp = buttons; obp; obp = obp->next) 875 if (!spaces)
934 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)
935 { 880 {
936 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 ())
937 { 897 {
938 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 898 op->stats.dam--;
939 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)
940 continue; 900 destroy = 1;
941 } 901 }
942 902 else if (op->is_armor ())
943 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
944 { 903 {
945 update_button (ol->ob); 904 op->stats.ac--;
946 break; 905 if (op->stats.ac < 0)
906 destroy = 1;
947 } 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 ();
948 } 936 }
949} 937}
950 938
951/* 939/*
952 * 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.
953 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
954 * 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.
955 * 943 *
956 * 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
957 * 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
958 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
959 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
960 */ 948 */
961int 949int
962maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
963{ 951{
964 long monster_cnt = 0; 952 long monster_cnt = 0;
966 sint64 total_exp = 0; 954 sint64 total_exp = 0;
967 955
968 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
969 for (object *op = ms->bot; op; op = op->above) 957 for (object *op = ms->bot; op; op = op->above)
970 { 958 {
971 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (op->flag [FLAG_MONSTER])
972 { 960 {
973 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
974 monster_cnt++; 962 monster_cnt++;
975 } 963 }
976 964
977 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (op->flag [FLAG_GENERATOR])
978 { 966 {
979 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
980 968
981 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
982 total_exp += at->stats.exp * 8; 971 total_exp += at->stats.exp * 8;
983
984 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 }
985 } 980 }
986 } 981 }
987 982
988 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
989 984
1002 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1003 */ 998 */
1004int 999int
1005maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
1006{ 1001{
1007 int new_level = darkness + change;
1008
1009 /* Nothing to do */ 1002 /* Nothing to do */
1010 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1011 return 0; 1004 return 0;
1012 1005
1013 /* inform all players on the map */ 1006 /* inform all players on the map */
1014 if (change > 0) 1007 if (change > 0)
1015 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1016 else 1009 else
1017 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1018 1011
1019 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1020 * we need to be extra careful about negative values.
1021 * In general, the checks below are only needed if change
1022 * is not +/-1
1023 */
1024 if (new_level < 0)
1025 darkness = 0;
1026 else if (new_level >= MAX_DARKNESS)
1027 darkness = MAX_DARKNESS;
1028 else
1029 darkness = new_level;
1030 1013
1031 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1032 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1033 return 1; 1017 return 1;
1034} 1018}
1035 1019
1036/* 1020/*
1037 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1040 * through, etc) 1024 * through, etc)
1041 */ 1025 */
1042void 1026void
1043mapspace::update_ () 1027mapspace::update_ ()
1044{ 1028{
1045 object *tmp, *last = 0; 1029 object *last = 0;
1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE;
1031 sint8 light = 0;
1047 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;
1048 1037
1049 //object *middle = 0; 1038 //object *middle = 0;
1050 //object *top = 0; 1039 //object *top = 0;
1051 //object *floor = 0; 1040 //object *floor = 0;
1052 // this seems to generate better code than using locals, above 1041 // this seems to generate better code than using locals, above
1053 object *&top = faces_obj[0] = 0; 1042 object *&top = faces_obj[0] = 0;
1054 object *&middle = faces_obj[1] = 0; 1043 object *&middle = faces_obj[1] = 0;
1055 object *&floor = faces_obj[2] = 0; 1044 object *&floor = faces_obj[2] = 0;
1056 1045
1046 object::flags_t allflags; // all flags of all objects or'ed together
1047
1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1058 { 1049 {
1059 /* This could be made additive I guess (two lights better than 1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1060 * one). But if so, it shouldn't be a simple additive - 2
1061 * light bulbs do not illuminate twice as far as once since
1062 * it is a dissapation factor that is cubed.
1063 */
1064 if (tmp->glow_radius > light)
1065 light = tmp->glow_radius; 1051 light += tmp->glow_radius;
1066 1052
1067 /* This call is needed in order to update objects the player 1053 /* This call is needed in order to update objects the player
1068 * is standing in that have animations (ie, grass, fire, etc). 1054 * is standing in that have animations (ie, grass, fire, etc).
1069 * However, it also causes the look window to be re-drawn 1055 * However, it also causes the look window to be re-drawn
1070 * 3 times each time the player moves, because many of the 1056 * 3 times each time the player moves, because many of the
1071 * functions the move_player calls eventualy call this. 1057 * functions the move_player calls eventualy call this.
1072 * 1058 *
1073 * Always put the player down for drawing. 1059 * Always put the player down for drawing.
1074 */ 1060 */
1075 if (!tmp->invisible) 1061 if (expect_true (!tmp->invisible))
1076 { 1062 {
1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1078 top = tmp; 1064 top = tmp;
1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1080 { 1066 {
1081 /* 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,
1082 * so should not be visible, so we clear them. 1068 * so should not be visible, so we clear them.
1083 */ 1069 */
1084 middle = 0; 1070 middle = 0;
1085 top = 0; 1071 top = 0;
1086 floor = tmp; 1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1087 } 1075 }
1088 /* Flag anywhere have high priority */ 1076 else
1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1090 { 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;
1091 middle = tmp; 1095 middle = tmp;
1092 anywhere = 1; 1096 }
1093 } 1097 }
1094 /* Find the highest visible face around. If equal
1095 * visibilities, we still want the one nearer to the
1096 * top
1097 */
1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1099 middle = tmp;
1100 }
1101
1102 if (tmp == tmp->above)
1103 {
1104 LOG (llevError, "Error in structure of map\n");
1105 exit (-1);
1106 } 1098 }
1107 1099
1108 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1109 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1110 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1111 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1112 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1113 1105
1114 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1106 allflags |= tmp->flag;
1115 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1107
1116 if (tmp->type == PLAYER) flags |= P_PLAYER; 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1117 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1118 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1119 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1120 } 1110 }
1121 1111
1122 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);
1123 this->flags_ = flags; 1123 this->flags_ = flags;
1124 this->move_block = move_block & ~move_allow; 1124 this->move_block = move_block & ~move_allow;
1125 this->move_on = move_on; 1125 this->move_on = move_on;
1126 this->move_off = move_off; 1126 this->move_off = move_off;
1127 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
1128 1130
1129 /* 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),
1130 * 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
1131 * this point. 1133 * this point.
1132 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
1147 * 1) top face is set, need middle to be set. 1149 * 1) top face is set, need middle to be set.
1148 * 2) middle is set, need to set top. 1150 * 2) middle is set, need to set top.
1149 * 3) neither middle or top is set - need to set both. 1151 * 3) neither middle or top is set - need to set both.
1150 */ 1152 */
1151 1153
1152 for (tmp = last; tmp; tmp = tmp->below) 1154 for (object *tmp = last; tmp; tmp = tmp->below)
1153 { 1155 {
1154 /* 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 */
1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1157 if (tmp->flag [FLAG_IS_FLOOR])
1156 break; 1158 break;
1157 1159
1158 /* If two top faces are already set, quit processing */ 1160 /* If two top faces are already set, quit processing */
1159 if (top && middle) 1161 if (top && middle)
1160 break; 1162 break;
1198 faces_obj [1] = middle; 1200 faces_obj [1] = middle;
1199 faces_obj [2] = floor; 1201 faces_obj [2] = floor;
1200#endif 1202#endif
1201} 1203}
1202 1204
1203uint64 1205maptile *
1204mapspace::volume () const 1206maptile::tile_available (int dir, bool load)
1205{ 1207{
1206 uint64 vol = 0; 1208 if (tile_path[dir])
1207
1208 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1209 vol += op->volume ();
1210
1211 return vol;
1212}
1213
1214/* this updates the orig_map->tile_map[tile_num] value after finding
1215 * the map. It also takes care of linking back the freshly found
1216 * maps tile_map values if it tiles back to this one. It returns
1217 * the value of orig_map->tile_map[tile_num].
1218 */
1219static inline maptile *
1220find_and_link (maptile *orig_map, int tile_num)
1221{
1222 maptile *mp = orig_map->tile_map [tile_num];
1223
1224 if (!mp)
1225 {
1226 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1227
1228 if (!mp)
1229 {
1230 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1231 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1232 &orig_map->tile_path[tile_num], &orig_map->path);
1233 mp = new maptile (1, 1);
1234 mp->alloc ();
1235 mp->in_memory = MAP_IN_MEMORY;
1236 }
1237 } 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];
1238 1213
1239 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 }
1240 1218
1241 orig_map->tile_map [tile_num] = mp;
1242
1243 // optimisation: back-link map to origin map if euclidean
1244 //TODO: non-euclidean maps MUST GO
1245 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1246 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1247
1248 return mp; 1219 return 0;
1249}
1250
1251static inline void
1252load_and_link (maptile *orig_map, int tile_num)
1253{
1254 find_and_link (orig_map, tile_num)->load_sync ();
1255} 1220}
1256 1221
1257/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
1258 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
1259 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
1272 if (!m) 1237 if (!m)
1273 return 0; 1238 return 0;
1274 1239
1275 if (x < 0) 1240 if (x < 0)
1276 { 1241 {
1277 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
1278 return 1; 1243 return 1;
1279 1244
1280 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1281 find_and_link (m, 3);
1282
1283 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);
1284 } 1246 }
1285 1247
1286 if (x >= m->width) 1248 if (x >= m->width)
1287 { 1249 {
1288 if (!m->tile_path[1]) 1250 if (!m->tile_available (1))
1289 return 1; 1251 return 1;
1290 1252
1291 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1292 find_and_link (m, 1);
1293
1294 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);
1295 } 1254 }
1296 1255
1297 if (y < 0) 1256 if (y < 0)
1298 { 1257 {
1299 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
1300 return 1; 1259 return 1;
1301 1260
1302 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1303 find_and_link (m, 0);
1304
1305 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);
1306 } 1262 }
1307 1263
1308 if (y >= m->height) 1264 if (y >= m->height)
1309 { 1265 {
1310 if (!m->tile_path[2]) 1266 if (!m->tile_available (2))
1311 return 1; 1267 return 1;
1312
1313 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 2);
1315 1268
1316 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);
1317 } 1270 }
1318 1271
1319 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
1333maptile * 1286maptile *
1334maptile::xy_find (sint16 &x, sint16 &y) 1287maptile::xy_find (sint16 &x, sint16 &y)
1335{ 1288{
1336 if (x < 0) 1289 if (x < 0)
1337 { 1290 {
1338 if (!tile_path[3]) 1291 if (!tile_available (3))
1339 return 0; 1292 return 0;
1340 1293
1341 find_and_link (this, 3);
1342 x += tile_map[3]->width; 1294 x += tile_map[3]->width;
1343 return tile_map[3]->xy_find (x, y); 1295 return tile_map[3]->xy_find (x, y);
1344 } 1296 }
1345 1297
1346 if (x >= width) 1298 if (x >= width)
1347 { 1299 {
1348 if (!tile_path[1]) 1300 if (!tile_available (1))
1349 return 0; 1301 return 0;
1350 1302
1351 find_and_link (this, 1);
1352 x -= width; 1303 x -= width;
1353 return tile_map[1]->xy_find (x, y); 1304 return tile_map[1]->xy_find (x, y);
1354 } 1305 }
1355 1306
1356 if (y < 0) 1307 if (y < 0)
1357 { 1308 {
1358 if (!tile_path[0]) 1309 if (!tile_available (0))
1359 return 0; 1310 return 0;
1360 1311
1361 find_and_link (this, 0);
1362 y += tile_map[0]->height; 1312 y += tile_map[0]->height;
1363 return tile_map[0]->xy_find (x, y); 1313 return tile_map[0]->xy_find (x, y);
1364 } 1314 }
1365 1315
1366 if (y >= height) 1316 if (y >= height)
1367 { 1317 {
1368 if (!tile_path[2]) 1318 if (!tile_available (2))
1369 return 0; 1319 return 0;
1370 1320
1371 find_and_link (this, 2);
1372 y -= height; 1321 y -= height;
1373 return tile_map[2]->xy_find (x, y); 1322 return tile_map[2]->xy_find (x, y);
1374 } 1323 }
1375 1324
1376 /* Simple case - coordinates are within this local 1325 /* Simple case - coordinates are within this local
1382/** 1331/**
1383 * 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
1384 * map1 to map2 in dx/dy. 1333 * map1 to map2 in dx/dy.
1385 */ 1334 */
1386int 1335int
1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1388{ 1337{
1389 if (!map1 || !map2) 1338 if (!map1 || !map2)
1390 return 0; 1339 return 0;
1391 1340
1392 //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
1393 //fix: compare paths instead (this is likely faster, too!) 1342 //fix: compare paths instead (this is likely faster, too!)
1394 if (map1 == map2) 1343 if (map1 == map2)
1395 { 1344 {
1396 *dx = 0; 1345 *dx = 0;
1397 *dy = 0; 1346 *dy = 0;
1398 } 1347 }
1399 else if (map1->tile_map[0] == map2) 1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
1400 { /* up */ 1349 {
1401 *dx = 0; 1350 *dx = 0;
1402 *dy = -map2->height; 1351 *dy = -map2->height;
1403 } 1352 }
1404 else if (map1->tile_map[1] == map2) 1353 else if (map1->tile_available (TILE_EAST , false) == map2)
1405 { /* right */ 1354 {
1406 *dx = map1->width; 1355 *dx = map1->width;
1407 *dy = 0; 1356 *dy = 0;
1408 } 1357 }
1409 else if (map1->tile_map[2] == map2) 1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1410 { /* down */ 1359 {
1411 *dx = 0; 1360 *dx = 0;
1412 *dy = map1->height; 1361 *dy = map1->height;
1413 } 1362 }
1414 else if (map1->tile_map[3] == map2) 1363 else if (map1->tile_available (TILE_WEST , false) == map2)
1415 { /* left */ 1364 {
1416 *dx = -map2->width; 1365 *dx = -map2->width;
1417 *dy = 0; 1366 *dy = 0;
1418 } 1367 }
1419 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)
1420 { /* up right */ 1369 { /* up right */
1421 *dx = map1->tile_map[0]->width; 1370 *dx = +map1->tile_map[TILE_NORTH]->width;
1422 *dy = -map1->tile_map[0]->height; 1371 *dy = -map1->tile_map[TILE_NORTH]->height;
1423 } 1372 }
1424 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)
1425 { /* up left */ 1374 { /* up left */
1426 *dx = -map2->width; 1375 *dx = -map2->width;
1427 *dy = -map1->tile_map[0]->height; 1376 *dy = -map1->tile_map[TILE_NORTH]->height;
1428 } 1377 }
1429 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)
1430 { /* right up */ 1379 { /* right up */
1431 *dx = map1->width; 1380 *dx = +map1->width;
1432 *dy = -map2->height; 1381 *dy = -map2->height;
1433 } 1382 }
1434 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)
1435 { /* right down */ 1384 { /* right down */
1436 *dx = map1->width; 1385 *dx = +map1->width;
1437 *dy = map1->tile_map[1]->height; 1386 *dy = +map1->tile_map[TILE_EAST]->height;
1438 } 1387 }
1439 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)
1440 { /* down right */ 1389 { /* down right */
1441 *dx = map1->tile_map[2]->width; 1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
1442 *dy = map1->height; 1391 *dy = +map1->height;
1443 } 1392 }
1444 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)
1445 { /* down left */ 1394 { /* down left */
1446 *dx = -map2->width; 1395 *dx = -map2->width;
1447 *dy = map1->height; 1396 *dy = +map1->height;
1448 } 1397 }
1449 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)
1450 { /* left up */ 1399 { /* left up */
1451 *dx = -map1->tile_map[3]->width; 1400 *dx = -map1->tile_map[TILE_WEST]->width;
1452 *dy = -map2->height; 1401 *dy = -map2->height;
1453 } 1402 }
1454 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)
1455 { /* left down */ 1404 { /* left down */
1456 *dx = -map1->tile_map[3]->width; 1405 *dx = -map1->tile_map[TILE_WEST]->width;
1457 *dy = map1->tile_map[3]->height; 1406 *dy = +map1->tile_map[TILE_WEST]->height;
1458 } 1407 }
1459 else 1408 else
1460 return 0; 1409 return 0;
1461 1410
1462 return 1; 1411 return 1;
1498 * 1447 *
1499 * currently, the only flag supported (0x1) is don't translate for 1448 * currently, the only flag supported (0x1) is don't translate for
1500 * closest body part of 'op1' 1449 * closest body part of 'op1'
1501 */ 1450 */
1502void 1451void
1503get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1504{ 1453{
1505 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))
1506 { 1455 {
1507 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
1508 retval->distance = 10000; 1457 retval->distance = 10000;
1509 retval->distance_x = 10000; 1458 retval->distance_x = 10000;
1510 retval->distance_y = 10000; 1459 retval->distance_y = 10000;
1511 retval->direction = 0; 1460 retval->direction = 0;
1512 retval->part = 0; 1461 retval->part = 0;
1513 } 1462 }
1514 else 1463 else
1515 { 1464 {
1516 object *best;
1517
1518 retval->distance_x += op2->x - op1->x; 1465 retval->distance_x += op2->x - op1->x;
1519 retval->distance_y += op2->y - op1->y; 1466 retval->distance_y += op2->y - op1->y;
1520 1467
1521 best = op1; 1468 object *best = op1;
1469
1522 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
1523 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 1) && op1->more)
1524 { 1472 {
1525 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);
1526 1474
1527 /* 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
1528 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
1529 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
1530 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
1531 * below works. 1479 * below works.
1532 */ 1480 */
1533 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1534 { 1482 {
1535 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);
1536 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484
1537 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
1538 { 1486 {
1539 best_distance = tmpi; 1487 best_distance = tmpi;
1540 best = tmp; 1488 best = tmp;
1541 } 1489 }
1542 } 1490 }
1543 1491
1544 if (best != op1) 1492 if (best != op1)
1545 { 1493 {
1546 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
1547 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
1548 } 1496 }
1549 } 1497 }
1550 1498
1551 retval->part = best; 1499 retval->part = best;
1552 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));
1553 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1554 } 1502 }
1555} 1503}
1556 1504
1557/* 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
1558 * the first parameter being an object, it instead is the map 1506 * the first parameter being an object, it instead is the map
1563 * 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
1564 * 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
1565 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
1566 */ 1514 */
1567void 1515void
1568get_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)
1569{ 1517{
1570 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))
1571 { 1519 {
1572 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
1573 retval->distance = 100000; 1521 retval->distance = 100000;
1574 retval->distance_x = 32767; 1522 retval->distance_x = 32767;
1575 retval->distance_y = 32767; 1523 retval->distance_y = 32767;
1576 retval->direction = 0; 1524 retval->direction = 0;
1577 retval->part = 0; 1525 retval->part = 0;
1578 } 1526 }
1579 else 1527 else
1580 { 1528 {
1581 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1582 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1583 1531
1584 retval->part = NULL; 1532 retval->part = 0;
1585 retval->distance = idistance (retval->distance_x, retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1587 } 1535 }
1588} 1536}
1589 1537
1590/* 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
1591 * (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
1601 int dx, dy; 1549 int dx, dy;
1602 1550
1603 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1604} 1552}
1605 1553
1554//-GPL
1555
1606object * 1556object *
1607maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1608{ 1558{
1609 if (!op->flag [FLAG_REMOVED])
1610 op->remove ();
1611
1612 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);
1613} 1560}
1614 1561
1615region * 1562region *
1616maptile::region (int x, int y) const 1563maptile::region (int x, int y) const
1625 return default_region; 1572 return default_region;
1626 1573
1627 return ::region::default_region (); 1574 return ::region::default_region ();
1628} 1575}
1629 1576
1577//+GPL
1578
1630/* picks a random object from a style map. 1579/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */ 1580 */
1634object * 1581object *
1635maptile::pick_random_object () const 1582maptile::pick_random_object (rand_gen &gen) const
1636{ 1583{
1637 /* while returning a null object will result in a crash, that 1584 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because 1585 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash. 1586 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make 1587 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me. 1588 * any difference, but this seems clearer to me.
1642 */ 1589 */
1643 for (int i = 1000; --i;) 1590 for (int i = 1000; --i;)
1644 { 1591 {
1645 object *pick = at (rndm (width), rndm (height)).bot; 1592 object *pick = at (gen (width), gen (height)).bot;
1646 1593
1647 // do not prefer big monsters just because they are big. 1594 // must be head: do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick) 1595 if (pick && pick->is_head ())
1649 return pick->head_ (); 1596 return pick;
1650 } 1597 }
1651 1598
1652 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked"); 1600 return archetype::find (shstr_bug);
1654} 1601}
1655 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines