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Comparing deliantra/server/common/map.C (file contents):
Revision 1.83 by root, Thu Feb 1 19:15:38 2007 UTC vs.
Revision 1.207 by root, Thu May 5 18:59:43 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
31#include "path.h" 28#include "path.h"
32 29
33/* 30//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 31
47/* 32sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 33
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
137 * by the caller. 72 * by the caller.
138 */ 73 */
139int 74int
140blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 76{
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this. 78 * have already checked this.
147 */ 79 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 81 {
150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
151 return 1; 83 return 1;
152 } 84 }
153 85
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 87
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
160 90
161 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 93 * things we need to do for players.
164 */ 94 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
166 return 0; 96 return 0;
167 97
168 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
174 */ 104 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 106 return 0;
177 107
178 if (ob->head != NULL)
179 ob = ob->head; 108 ob = ob->head_ ();
180 109
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. 150
219 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
220 * hidden dm 152 && tmp->type != DOOR
221 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1; 154 return 1;
227 } 155 }
228
229 } 156 }
157
230 return 0; 158 return 0;
231} 159}
232 160
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 (state != 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 state = MAP_ACTIVE;
476} 374}
477 375
478void 376void
479maptile::deactivate () 377maptile::deactivate ()
480{ 378{
481 if (!spaces) 379 if (state != 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 state = 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 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0; 402 bool unique = 0;
403
511 for (object *op = spaces [i].bot; op; op = op->above) 404 for (object *op = spaces [i].bot; op; op = op->above)
512 { 405 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
517 unique = 1;
518 407
519 if (!op->can_map_save ()) 408 if (expect_false (!op->can_map_save ()))
520 continue; 409 continue;
521 410
522 if (unique || op->flag [FLAG_UNIQUE]) 411 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
523 { 412 {
524 if (flags & IO_UNIQUES) 413 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 414 op->write (f);
526 } 415 }
527 else if (flags & IO_OBJECTS) 416 else if (expect_true (flags & IO_OBJECTS))
528 save_object (freezer, op, 1); 417 op->write (f);
529 } 418 }
530 } 419 }
531 420
421 coroapi::cede_to_tick ();
422
532 return true; 423 return true;
533}
534
535bool
536maptile::_load_objects (const char *path, bool skip_header)
537{
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
552 }
553
554 return _load_objects (thawer);
555} 424}
556 425
557bool 426bool
558maptile::_save_objects (const char *path, int flags) 427maptile::_save_objects (const char *path, int flags)
559{ 428{
563 return false; 432 return false;
564 433
565 return freezer.save (path); 434 return freezer.save (path);
566} 435}
567 436
568maptile::maptile () 437void
438maptile::init ()
569{ 439{
570 in_memory = MAP_SWAPPED; 440 state = MAP_SWAPPED;
571 441
572 /* 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
573 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
574 */ 444 */
575 width = 16; 445 width = 16;
576 height = 16; 446 height = 16;
447 timeout = 300;
448 max_items = MAX_ITEM_PER_ACTION;
449 max_volume = 2000000; // 2m³
577 reset_timeout = 0; 450 reset_timeout = 0;
578 timeout = 300;
579 enter_x = 0; 451 enter_x = 0;
580 enter_y = 0; 452 enter_y = 0;
581} 453}
582 454
455maptile::maptile ()
456{
457 init ();
458}
459
583maptile::maptile (int w, int h) 460maptile::maptile (int w, int h)
584{ 461{
585 in_memory = MAP_SWAPPED; 462 init ();
586 463
587 width = w; 464 width = w;
588 height = h; 465 height = h;
589 reset_timeout = 0;
590 timeout = 300;
591 enter_x = 0;
592 enter_y = 0;
593 466
594 alloc (); 467 alloc ();
595} 468}
596 469
597/* 470/*
605 if (spaces) 478 if (spaces)
606 return; 479 return;
607 480
608 spaces = salloc0<mapspace> (size ()); 481 spaces = salloc0<mapspace> (size ());
609} 482}
483
484//+GPL
610 485
611/* 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
612 * 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
613 * at a later date. 488 * at a later date.
614 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
691 return items; 566 return items;
692} 567}
693 568
694/* 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
695 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
696static void 571static const char *
697print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
698{ 573{
699 int i; 574 static dynbuf_text buf; buf.clear ();
700 char tmp[MAX_BUF]; 575 bool first = true;
701 576
702 strcpy (output_string, "");
703 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
704 { 578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
705 if (m->shopitems[i].typenum) 584 if (m->shopitems[i].typenum)
706 { 585 {
707 if (m->shopitems[i].strength) 586 if (m->shopitems[i].strength)
708 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);
709 else 588 else
710 sprintf (tmp, "%s;", m->shopitems[i].name); 589 buf.printf ("%s", m->shopitems[i].name);
711 } 590 }
712 else 591 else
713 { 592 {
714 if (m->shopitems[i].strength) 593 if (m->shopitems[i].strength)
715 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 594 buf.printf ("*:%d", m->shopitems[i].strength);
716 else 595 else
717 sprintf (tmp, "*"); 596 buf.printf ("*");
718 } 597 }
719
720 strcat (output_string, tmp);
721 } 598 }
599
600 return buf;
722} 601}
602
603//-GPL
723 604
724/* This loads the header information of the map. The header 605/* This loads the header information of the map. The header
725 * contains things like difficulty, size, timeout, etc. 606 * contains things like difficulty, size, timeout, etc.
726 * 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
727 * addition of tiling, fields beyond that easily named in an 608 * addition of tiling, fields beyond that easily named in an
735bool 616bool
736maptile::_load_header (object_thawer &thawer) 617maptile::_load_header (object_thawer &thawer)
737{ 618{
738 for (;;) 619 for (;;)
739 { 620 {
740 keyword kw = thawer.get_kv ();
741
742 switch (kw) 621 switch (thawer.kw)
743 { 622 {
744 case KW_msg: 623 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 624 thawer.get_ml (KW_endmsg, msg);
746 break; 625 break;
747 626
748 case KW_lore: // CF+ extension 627 case KW_lore: // deliantra extension
749 thawer.get_ml (KW_endlore, maplore); 628 thawer.get_ml (KW_endlore, maplore);
750 break; 629 break;
751 630
752 case KW_maplore: 631 case KW_maplore:
753 thawer.get_ml (KW_endmaplore, maplore); 632 thawer.get_ml (KW_endmaplore, maplore);
770 case KW_shopgreed: thawer.get (shopgreed); break; 649 case KW_shopgreed: thawer.get (shopgreed); break;
771 case KW_shopmin: thawer.get (shopmin); break; 650 case KW_shopmin: thawer.get (shopmin); break;
772 case KW_shopmax: thawer.get (shopmax); break; 651 case KW_shopmax: thawer.get (shopmax); break;
773 case KW_shoprace: thawer.get (shoprace); break; 652 case KW_shoprace: thawer.get (shoprace); break;
774 case KW_outdoor: thawer.get (outdoor); break; 653 case KW_outdoor: thawer.get (outdoor); break;
775 case KW_temp: thawer.get (temp); break;
776 case KW_pressure: thawer.get (pressure); break;
777 case KW_humid: thawer.get (humid); break;
778 case KW_windspeed: thawer.get (windspeed); break;
779 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break;
781 654
782 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
783 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;
784 659
785 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: thawer.get (default_region); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787 662
788 // old names new names 663 // old names new names
789 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;
790 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;
798 673
799 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 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;
803 684
804 case KW_end: 685 case KW_end:
686 thawer.next ();
805 return true; 687 return true;
806 688
807 default: 689 default:
808 if (!thawer.parse_error (kw, "map", 0)) 690 if (!thawer.parse_error ("map"))
809 return false; 691 return false;
810 break; 692 break;
811 } 693 }
694
695 thawer.next ();
812 } 696 }
813 697
814 abort (); 698 abort ();
815} 699}
816 700
817bool 701//+GPL
818maptile::_load_header (const char *path)
819{
820 object_thawer thawer (path);
821
822 if (!thawer)
823 return false;
824
825 return _load_header (thawer);
826}
827 702
828/****************************************************************************** 703/******************************************************************************
829 * This is the start of unique map handling code 704 * This is the start of unique map handling code
830 *****************************************************************************/ 705 *****************************************************************************/
831 706
838 int unique = 0; 713 int unique = 0;
839 for (object *op = spaces [i].bot; op; ) 714 for (object *op = spaces [i].bot; op; )
840 { 715 {
841 object *above = op->above; 716 object *above = op->above;
842 717
843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
844 unique = 1; 719 unique = 1;
845 720
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
847 {
848 op->destroy_inv (false);
849 op->destroy (); 722 op->destroy ();
850 }
851 723
852 op = above; 724 op = above;
853 } 725 }
854 } 726 }
855} 727}
856 728
729//-GPL
730
857bool 731bool
858maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
859{ 733{
860#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW(k), k)
861#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 735#define MAP_OUT2(k,v) freezer.put (KW(k), v)
862 736
863 MAP_OUT2 (arch, "map"); 737 MAP_OUT2 (arch, CS(map));
864 738
865 if (name) MAP_OUT (name); 739 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
867 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
870 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
871
872 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
873 748
874 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
875 {
876 char shop[MAX_BUF];
877 print_shop_string (this, shop);
878 MAP_OUT2 (shopitems, shop);
879 }
880
881 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
882 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
883 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
884 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
885 MAP_OUT (darkness); 754
886 MAP_OUT (width); 755 MAP_OUT (width);
887 MAP_OUT (height); 756 MAP_OUT (height);
888 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
889 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
890 759 MAP_OUT (darkness);
891 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
892 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
893
894 MAP_OUT (outdoor); 760 MAP_OUT (outdoor);
895 MAP_OUT (temp); 761
896 MAP_OUT (pressure); 762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
897 MAP_OUT (humid); 763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
898 MAP_OUT (windspeed);
899 MAP_OUT (winddir);
900 MAP_OUT (sky);
901 764
902 MAP_OUT (per_player); 765 MAP_OUT (per_player);
903 MAP_OUT (per_party); 766 MAP_OUT (per_party);
904 767
905 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]);
906 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]);
907 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]);
908 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]);
909 774
910 freezer.put (this); 775 freezer.put (this);
911 freezer.put (KW_end); 776 freezer.put (KW(end));
912 777
913 return true; 778 return true;
914} 779}
915 780
916bool 781bool
922 return false; 787 return false;
923 788
924 return freezer.save (path); 789 return freezer.save (path);
925} 790}
926 791
792//+GPL
793
927/* 794/*
928 * Remove and free all objects in the given map. 795 * Remove and free all objects in the given map.
929 */ 796 */
930void 797void
931maptile::clear () 798maptile::clear ()
932{ 799{
933 sfree (regions, size ()), regions = 0;
934 free (regionmap), regionmap = 0;
935
936 if (spaces) 800 if (spaces)
937 { 801 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 802 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 803 while (object *op = ms->bot)
940 { 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_ ();
941 if (op->head) 812 if (op == head)
942 op = op->head;
943
944 op->destroy_inv (false);
945 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 }
946 } 819 }
947 820
948 sfree (spaces, size ()), spaces = 0; 821 sfree0 (spaces, size ());
949 } 822 }
950 823
951 if (buttons) 824 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 825 free_objectlinkpt (buttons), buttons = 0;
826
827 sfree0 (regions, size ());
828 delete [] regionmap; regionmap = 0;
953} 829}
954 830
955void 831void
956maptile::clear_header () 832maptile::clear_header ()
957{ 833{
959 msg = 0; 835 msg = 0;
960 maplore = 0; 836 maplore = 0;
961 shoprace = 0; 837 shoprace = 0;
962 delete [] shopitems, shopitems = 0; 838 delete [] shopitems, shopitems = 0;
963 839
964 for (int i = 0; i < 4; i++) 840 for (int i = 0; i < array_length (tile_path); i++)
965 tile_path [i] = 0; 841 tile_path [i] = 0;
966} 842}
967 843
968maptile::~maptile () 844maptile::~maptile ()
969{ 845{
976 /* 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
977 * are pointing at this one for tiling information. Since 853 * are pointing at this one for tiling information. Since
978 * 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
979 * maps this map tiles with and clears those. 855 * maps this map tiles with and clears those.
980 */ 856 */
981 for (int i = 0; i < 4; i++) 857 for (int i = 0; i < array_length (tile_path); i++)
982 if (tile_map[i] == m) 858 if (tile_map[i] == m)
983 tile_map[i] = 0; 859 tile_map[i] = 0;
984} 860}
985 861
986void 862void
989 attachable::do_destroy (); 865 attachable::do_destroy ();
990 866
991 clear (); 867 clear ();
992} 868}
993 869
994/* 870/* decay and destroy perishable items in a map */
995 * Updates every button on the map (by calling update_button() for them). 871// TODO: should be done regularly, not on map load?
996 */
997void 872void
998maptile::update_buttons () 873maptile::do_decay_objects ()
999{ 874{
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next) 875 if (!spaces)
1001 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)
1002 { 880 {
1003 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 ())
1004 { 897 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 898 op->stats.dam--;
1006 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)
1007 continue; 900 destroy = 1;
1008 } 901 }
1009 902 else if (op->is_armor ())
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 { 903 {
1012 update_button (ol->ob); 904 op->stats.ac--;
1013 break; 905 if (op->stats.ac < 0)
906 destroy = 1;
1014 } 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 ();
1015 } 936 }
1016} 937}
1017 938
1018/* 939/*
1019 * 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.
1020 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
1021 * 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.
1022 * 943 *
1023 * 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
1024 * 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
1025 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
1026 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
1027 */ 948 */
1028int 949int
1029maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
1030{ 951{
1031 long monster_cnt = 0; 952 long monster_cnt = 0;
1033 sint64 total_exp = 0; 954 sint64 total_exp = 0;
1034 955
1035 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1036 for (object *op = ms->bot; op; op = op->above) 957 for (object *op = ms->bot; op; op = op->above)
1037 { 958 {
1038 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (op->flag [FLAG_MONSTER])
1039 { 960 {
1040 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1041 monster_cnt++; 962 monster_cnt++;
1042 } 963 }
1043 964
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (op->flag [FLAG_GENERATOR])
1045 { 966 {
1046 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
1047 968
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
1049 total_exp += at->clone.stats.exp * 8; 971 total_exp += at->stats.exp * 8;
1050
1051 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 }
1052 } 980 }
1053 } 981 }
1054 982
1055 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
1056 984
1069 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1070 */ 998 */
1071int 999int
1072maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
1073{ 1001{
1074 int new_level = darkness + change;
1075
1076 /* Nothing to do */ 1002 /* Nothing to do */
1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1078 return 0; 1004 return 0;
1079 1005
1080 /* inform all players on the map */ 1006 /* inform all players on the map */
1081 if (change > 0) 1007 if (change > 0)
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 else 1009 else
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085 1011
1086 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1087 * we need to be extra careful about negative values.
1088 * In general, the checks below are only needed if change
1089 * is not +/-1
1090 */
1091 if (new_level < 0)
1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1096 darkness = new_level;
1097 1013
1098 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1100 return 1; 1017 return 1;
1101} 1018}
1102 1019
1103/* 1020/*
1104 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1107 * through, etc) 1024 * through, etc)
1108 */ 1025 */
1109void 1026void
1110mapspace::update_ () 1027mapspace::update_ ()
1111{ 1028{
1112 object *tmp, *last = 0; 1029 object *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE;
1114 facetile *top, *floor, *middle; 1031 sint8 light = 0;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 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;
1117 1037
1118 middle = blank_face; 1038 //object *middle = 0;
1119 top = blank_face; 1039 //object *top = 0;
1120 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;
1121 1045
1122 middle_obj = 0; 1046 object::flags_t allflags; // all flags of all objects or'ed together
1123 top_obj = 0;
1124 floor_obj = 0;
1125 1047
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1049 {
1128 /* This could be made additive I guess (two lights better than 1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1129 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed.
1132 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius; 1051 light += tmp->glow_radius;
1135 1052
1136 /* This call is needed in order to update objects the player 1053 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1054 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1055 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1056 * 3 times each time the player moves, because many of the
1140 * functions the move_player calls eventualy call this. 1057 * functions the move_player calls eventualy call this.
1141 * 1058 *
1142 * Always put the player down for drawing. 1059 * Always put the player down for drawing.
1143 */ 1060 */
1144 if (!tmp->invisible) 1061 if (expect_true (!tmp->invisible))
1145 { 1062 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1064 top = tmp;
1150 } 1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1066 {
1153 /* 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,
1154 * so should not be visible, so we clear them. 1068 * so should not be visible, so we clear them.
1155 */ 1069 */
1156 middle = blank_face; 1070 middle = 0;
1157 top = blank_face; 1071 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1160 } 1075 }
1161 /* Flag anywhere have high priority */ 1076 else
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1077 {
1164 middle = tmp->face; 1078 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 {
1080 ++items;
1081 volume += tmp->volume ();
1082 }
1165 1083
1166 middle_obj = tmp; 1084 /* Flag anywhere have high priority */
1085 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1167 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 }
1168 } 1097 }
1169 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the
1171 * top
1172 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp;
1177 }
1178 }
1179
1180 if (tmp == tmp->above)
1181 {
1182 LOG (llevError, "Error in structure of map\n");
1183 exit (-1);
1184 } 1098 }
1185 1099
1186 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1187 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1188 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1189 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1190 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1191 1105
1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1106 allflags |= tmp->flag;
1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1107
1194 if (tmp->type == PLAYER) flags |= P_PLAYER; 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 } 1110 }
1199 1111
1200 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);
1201 this->flags_ = flags; 1123 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow; 1124 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on; 1125 this->move_on = move_on;
1204 this->move_off = move_off; 1126 this->move_off = move_off;
1205 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
1206 1130
1207 /* 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),
1208 * 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
1209 * this point. 1133 * this point.
1210 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
1217 * middle face. This should not happen, as we already have the 1141 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1142 * else statement above so middle should not get set. OTOH, it
1219 * 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.
1220 */ 1144 */
1221 if (top == middle) 1145 if (top == middle)
1222 middle = blank_face; 1146 middle = 0;
1223 1147
1224 /* There are three posibilities at this point: 1148 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1149 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1150 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1151 * 3) neither middle or top is set - need to set both.
1228 */ 1152 */
1229 1153
1230 for (tmp = last; tmp; tmp = tmp->below) 1154 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1155 {
1232 /* 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 */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1157 if (tmp->flag [FLAG_IS_FLOOR])
1234 break; 1158 break;
1235 1159
1236 /* If two top faces are already set, quit processing */ 1160 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1161 if (top && middle)
1238 break; 1162 break;
1239 1163
1240 /* Only show visible faces */ 1164 /* Only show visible faces */
1241 if (!tmp->invisible) 1165 if (!tmp->invisible)
1242 { 1166 {
1243 /* Fill in top if needed */ 1167 /* Fill in top if needed */
1244 if (top == blank_face) 1168 if (!top)
1245 { 1169 {
1246 top = tmp->face;
1247 top_obj = tmp; 1170 top = tmp;
1248 if (top == middle) 1171 if (top == middle)
1249 middle = blank_face; 1172 middle = 0;
1250 } 1173 }
1251 else 1174 else
1252 { 1175 {
1253 /* top is already set - we should only get here if 1176 /* top is already set - we should only get here if
1254 * middle is not set 1177 * middle is not set
1255 * 1178 *
1256 * Set the middle face and break out, since there is nothing 1179 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1180 * more to fill in. We don't check visiblity here, since
1258 * 1181 *
1259 */ 1182 */
1260 if (tmp->face != top) 1183 if (tmp != top)
1261 { 1184 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1185 middle = tmp;
1264 break; 1186 break;
1265 } 1187 }
1266 } 1188 }
1267 } 1189 }
1268 } 1190 }
1269 1191
1270 if (middle == floor) 1192 if (middle == floor)
1271 middle = blank_face; 1193 middle = 0;
1272 1194
1273 if (top == middle) 1195 if (top == middle)
1274 middle = blank_face; 1196 middle = 0;
1275 1197
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1198#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1199 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1200 faces_obj [1] = middle;
1201 faces_obj [2] = floor;
1202#endif
1279} 1203}
1280 1204
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1205maptile *
1282 * the map. It also takes care of linking back the freshly found 1206maptile::tile_available (int dir, bool load)
1283 * maps tile_map values if it tiles back to this one. It returns
1284 * the value of orig_map->tile_map[tile_num].
1285 */
1286static inline maptile *
1287find_and_link (maptile *orig_map, int tile_num)
1288{ 1207{
1289 maptile *mp = orig_map->tile_map [tile_num]; 1208 if (tile_path[dir])
1290
1291 if (!mp)
1292 {
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294
1295 if (!mp)
1296 {
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 } 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];
1305 1213
1306 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 }
1307 1218
1308 orig_map->tile_map [tile_num] = mp;
1309
1310 // optimisation: back-link map to origin map if euclidean
1311 //TODO: non-euclidean maps MUST GO
1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1314
1315 return mp; 1219 return 0;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1322} 1220}
1323 1221
1324/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
1325 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
1326 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
1339 if (!m) 1237 if (!m)
1340 return 0; 1238 return 0;
1341 1239
1342 if (x < 0) 1240 if (x < 0)
1343 { 1241 {
1344 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
1345 return 1; 1243 return 1;
1346 1244
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 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);
1351 } 1246 }
1352 1247
1353 if (x >= m->width) 1248 if (x >= m->width)
1354 { 1249 {
1355 if (!m->tile_path[1]) 1250 if (!m->tile_available (1))
1356 return 1; 1251 return 1;
1357 1252
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 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);
1362 } 1254 }
1363 1255
1364 if (y < 0) 1256 if (y < 0)
1365 { 1257 {
1366 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
1367 return 1; 1259 return 1;
1368 1260
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 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);
1373 } 1262 }
1374 1263
1375 if (y >= m->height) 1264 if (y >= m->height)
1376 { 1265 {
1377 if (!m->tile_path[2]) 1266 if (!m->tile_available (2))
1378 return 1; 1267 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382 1268
1383 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);
1384 } 1270 }
1385 1271
1386 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
1400maptile * 1286maptile *
1401maptile::xy_find (sint16 &x, sint16 &y) 1287maptile::xy_find (sint16 &x, sint16 &y)
1402{ 1288{
1403 if (x < 0) 1289 if (x < 0)
1404 { 1290 {
1405 if (!tile_path[3]) 1291 if (!tile_available (3))
1406 return 0; 1292 return 0;
1407 1293
1408 find_and_link (this, 3);
1409 x += tile_map[3]->width; 1294 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y); 1295 return tile_map[3]->xy_find (x, y);
1411 } 1296 }
1412 1297
1413 if (x >= width) 1298 if (x >= width)
1414 { 1299 {
1415 if (!tile_path[1]) 1300 if (!tile_available (1))
1416 return 0; 1301 return 0;
1417 1302
1418 find_and_link (this, 1);
1419 x -= width; 1303 x -= width;
1420 return tile_map[1]->xy_find (x, y); 1304 return tile_map[1]->xy_find (x, y);
1421 } 1305 }
1422 1306
1423 if (y < 0) 1307 if (y < 0)
1424 { 1308 {
1425 if (!tile_path[0]) 1309 if (!tile_available (0))
1426 return 0; 1310 return 0;
1427 1311
1428 find_and_link (this, 0);
1429 y += tile_map[0]->height; 1312 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y); 1313 return tile_map[0]->xy_find (x, y);
1431 } 1314 }
1432 1315
1433 if (y >= height) 1316 if (y >= height)
1434 { 1317 {
1435 if (!tile_path[2]) 1318 if (!tile_available (2))
1436 return 0; 1319 return 0;
1437 1320
1438 find_and_link (this, 2);
1439 y -= height; 1321 y -= height;
1440 return tile_map[2]->xy_find (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
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 */
1453int 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
1459 //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
1460 //fix: compare paths instead (this is likely faster, too!) 1342 //fix: compare paths instead (this is likely faster, too!)
1461 if (map1 == map2) 1343 if (map1 == map2)
1462 { 1344 {
1463 *dx = 0; 1345 *dx = 0;
1464 *dy = 0; 1346 *dy = 0;
1465 } 1347 }
1466 else if (map1->tile_map[0] == map2) 1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
1467 { /* up */ 1349 {
1468 *dx = 0; 1350 *dx = 0;
1469 *dy = -map2->height; 1351 *dy = -map2->height;
1470 } 1352 }
1471 else if (map1->tile_map[1] == map2) 1353 else if (map1->tile_available (TILE_EAST , false) == map2)
1472 { /* right */ 1354 {
1473 *dx = map1->width; 1355 *dx = map1->width;
1474 *dy = 0; 1356 *dy = 0;
1475 } 1357 }
1476 else if (map1->tile_map[2] == map2) 1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1477 { /* down */ 1359 {
1478 *dx = 0; 1360 *dx = 0;
1479 *dy = map1->height; 1361 *dy = map1->height;
1480 } 1362 }
1481 else if (map1->tile_map[3] == map2) 1363 else if (map1->tile_available (TILE_WEST , false) == map2)
1482 { /* left */ 1364 {
1483 *dx = -map2->width; 1365 *dx = -map2->width;
1484 *dy = 0; 1366 *dy = 0;
1485 } 1367 }
1486 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)
1487 { /* up right */ 1369 { /* up right */
1488 *dx = map1->tile_map[0]->width; 1370 *dx = +map1->tile_map[TILE_NORTH]->width;
1489 *dy = -map1->tile_map[0]->height; 1371 *dy = -map1->tile_map[TILE_NORTH]->height;
1490 } 1372 }
1491 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)
1492 { /* up left */ 1374 { /* up left */
1493 *dx = -map2->width; 1375 *dx = -map2->width;
1494 *dy = -map1->tile_map[0]->height; 1376 *dy = -map1->tile_map[TILE_NORTH]->height;
1495 } 1377 }
1496 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)
1497 { /* right up */ 1379 { /* right up */
1498 *dx = map1->width; 1380 *dx = +map1->width;
1499 *dy = -map2->height; 1381 *dy = -map2->height;
1500 } 1382 }
1501 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)
1502 { /* right down */ 1384 { /* right down */
1503 *dx = map1->width; 1385 *dx = +map1->width;
1504 *dy = map1->tile_map[1]->height; 1386 *dy = +map1->tile_map[TILE_EAST]->height;
1505 } 1387 }
1506 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)
1507 { /* down right */ 1389 { /* down right */
1508 *dx = map1->tile_map[2]->width; 1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
1509 *dy = map1->height; 1391 *dy = +map1->height;
1510 } 1392 }
1511 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)
1512 { /* down left */ 1394 { /* down left */
1513 *dx = -map2->width; 1395 *dx = -map2->width;
1514 *dy = map1->height; 1396 *dy = +map1->height;
1515 } 1397 }
1516 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)
1517 { /* left up */ 1399 { /* left up */
1518 *dx = -map1->tile_map[3]->width; 1400 *dx = -map1->tile_map[TILE_WEST]->width;
1519 *dy = -map2->height; 1401 *dy = -map2->height;
1520 } 1402 }
1521 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)
1522 { /* left down */ 1404 { /* left down */
1523 *dx = -map1->tile_map[3]->width; 1405 *dx = -map1->tile_map[TILE_WEST]->width;
1524 *dy = map1->tile_map[3]->height; 1406 *dy = +map1->tile_map[TILE_WEST]->height;
1525 } 1407 }
1526 else 1408 else
1527 return 0; 1409 return 0;
1528 1410
1529 return 1; 1411 return 1;
1565 * 1447 *
1566 * currently, the only flag supported (0x1) is don't translate for 1448 * currently, the only flag supported (0x1) is don't translate for
1567 * closest body part of 'op1' 1449 * closest body part of 'op1'
1568 */ 1450 */
1569void 1451void
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1571{ 1453{
1572 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))
1573 { 1455 {
1574 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1457 retval->distance = 10000;
1576 retval->distance_x = 32767; 1458 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1459 retval->distance_y = 10000;
1578 retval->direction = 0; 1460 retval->direction = 0;
1579 retval->part = 0; 1461 retval->part = 0;
1580 } 1462 }
1581 else 1463 else
1582 { 1464 {
1583 object *best;
1584
1585 retval->distance_x += op2->x - op1->x; 1465 retval->distance_x += op2->x - op1->x;
1586 retval->distance_y += op2->y - op1->y; 1466 retval->distance_y += op2->y - op1->y;
1587 1467
1588 best = op1; 1468 object *best = op1;
1469
1589 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 1) && op1->more)
1591 { 1472 {
1592 object *tmp; 1473 int best_distance = idistance (retval->distance_x, retval->distance_y);
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1474
1595 /* 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
1596 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1479 * below works.
1600 */ 1480 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1482 {
1603 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);
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484
1605 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
1606 { 1486 {
1607 best_distance = tmpi; 1487 best_distance = tmpi;
1608 best = tmp; 1488 best = tmp;
1609 } 1489 }
1610 } 1490 }
1611 1491
1612 if (best != op1) 1492 if (best != op1)
1613 { 1493 {
1614 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
1615 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
1616 } 1496 }
1617 } 1497 }
1618 1498
1619 retval->part = best; 1499 retval->part = best;
1620 retval->distance = idistance (retval->distance_x, retval->distance_y); 1500 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1622 } 1502 }
1623} 1503}
1624 1504
1625/* 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
1626 * the first parameter being an object, it instead is the map 1506 * the first parameter being an object, it instead is the map
1631 * 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
1632 * 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
1633 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
1634 */ 1514 */
1635void 1515void
1636get_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)
1637{ 1517{
1638 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))
1639 { 1519 {
1640 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
1641 retval->distance = 100000; 1521 retval->distance = 100000;
1642 retval->distance_x = 32767; 1522 retval->distance_x = 32767;
1643 retval->distance_y = 32767; 1523 retval->distance_y = 32767;
1644 retval->direction = 0; 1524 retval->direction = 0;
1645 retval->part = 0; 1525 retval->part = 0;
1646 } 1526 }
1647 else 1527 else
1648 { 1528 {
1649 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1650 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1651 1531
1652 retval->part = NULL; 1532 retval->part = 0;
1653 retval->distance = idistance (retval->distance_x, retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1654 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1655 } 1535 }
1656} 1536}
1657 1537
1658/* 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
1659 * (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
1669 int dx, dy; 1549 int dx, dy;
1670 1550
1671 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1672} 1552}
1673 1553
1554//-GPL
1555
1674object * 1556object *
1675maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1676{ 1558{
1677 if (!op->flag [FLAG_REMOVED])
1678 op->remove ();
1679
1680 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);
1681} 1560}
1682 1561
1683region * 1562region *
1684maptile::region (int x, int y) const 1563maptile::region (int x, int y) const
1693 return default_region; 1572 return default_region;
1694 1573
1695 return ::region::default_region (); 1574 return ::region::default_region ();
1696} 1575}
1697 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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