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Comparing deliantra/server/common/map.C (file contents):
Revision 1.94 by root, Mon Mar 12 01:13:10 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 <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)
175 */ 104 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 106 return 0;
178 107
179 if (ob->head != NULL)
180 ob = ob->head; 108 ob = ob->head_ ();
181 109
182 /* 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
183 * 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
184 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
186 */ 114 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
188 { 116 {
189 117 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 118 {
193 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
195 * pass through this space. 121 return 1;
196 */ 122 else
197 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
198 { 126 {
199 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))
200 return 1; 131 return 1;
201 else 132 }
202 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;
203 } 142 }
204 else 143 else
205 { 144 return 1; // unconditional block
206 /* In this case, the player must not have the object - 145
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 146 } else {
216 { 147 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 149 // blocks anything
219 * movement, can't move here. 150
220 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 152 && tmp->type != DOOR
222 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 154 return 1;
228 } 155 }
229
230 } 156 }
157
231 return 0; 158 return 0;
232} 159}
233 160
234/* 161/*
235 * 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
236 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
240 * 167 *
241 * 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.
242 * 169 *
243 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
255 * 182 *
256 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
257 * 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
258 * against the move_block values. 185 * against the move_block values.
259 */ 186 */
260int 187bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
262{ 189{
263 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
277 193
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
279 { 195 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 196
282 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 198
284 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 200 return 1;
286 201
287 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
288 203 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * 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.
292 */ 205 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 207 continue;
296 208
297 /* 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
298 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
299 */ 211 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
301 return P_NO_PASS; 213 return 1;
302 } 214 }
303 215
304 return 0; 216 return 0;
305} 217}
306 218
307/* When the map is loaded, load_object does not actually insert objects 219//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 220
335void 221void
336maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
337{ 223{
338 if (!spaces) 224 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
344} 230}
345 231
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
346/* 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
347 * 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
348 * 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
349 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 264 */
352void 265void
353maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
354{ 267{
355 if (!spaces) 268 if (!spaces)
356 return; 269 return;
357 270
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 272 {
273 object *op = ms->bot;
274 while (op)
360 { 275 {
361 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 278 {
373 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
374 281
375 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 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
390 } 289 }
290 else
291 op = op->above;
391 } 292 }
392 } 293 }
393} 294}
295
296//-GPL
394 297
395/* 298/*
396 * 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
397 * file pointer. 300 * file pointer.
398 */ 301 */
399bool 302bool
400maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
401{ 304{
402 for (;;) 305 for (;;)
403 { 306 {
404 coroapi::cede_every (1000); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
405 308
406 switch (f.kw) 309 switch (f.kw)
407 { 310 {
408 case KW_arch: 311 case KW_arch:
409 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
410 { 313 {
314 // TODO: why?
411 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
412 sum_weight (op); 318 op->update_weight ();
319 }
413 320
414 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 }
415 } 344 }
416 345
417 continue; 346 continue;
418 347
419 case KW_EOF: 348 case KW_EOF:
432} 361}
433 362
434void 363void
435maptile::activate () 364maptile::activate ()
436{ 365{
437 if (!spaces) 366 if (state != MAP_INACTIVE)
438 return; 367 return;
439 368
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
443} 374}
444 375
445void 376void
446maptile::deactivate () 377maptile::deactivate ()
447{ 378{
448 if (!spaces) 379 if (state != MAP_ACTIVE)
449 return; 380 return;
450 381
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 384 op->deactivate_recursive ();
385
386 state = MAP_INACTIVE;
454} 387}
455 388
456bool 389bool
457maptile::_save_objects (object_freezer &f, int flags) 390maptile::_save_objects (object_freezer &f, int flags)
458{ 391{
459 static int cede_count = 0; 392 coroapi::cede_to_tick ();
460 393
461 if (flags & IO_HEADER) 394 if (flags & IO_HEADER)
462 _save_header (f); 395 _save_header (f);
463 396
464 if (!spaces) 397 if (!spaces)
465 return false; 398 return false;
466 399
467 for (int i = 0; i < size (); ++i) 400 for (int i = 0; i < size (); ++i)
468 { 401 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
477 int unique = 0; 402 bool unique = 0;
403
478 for (object *op = spaces [i].bot; op; op = op->above) 404 for (object *op = spaces [i].bot; op; op = op->above)
479 { 405 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
484 unique = 1;
485 407
486 if (!op->can_map_save ()) 408 if (expect_false (!op->can_map_save ()))
487 continue; 409 continue;
488 410
489 if (unique || op->flag [FLAG_UNIQUE]) 411 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
490 { 412 {
491 if (flags & IO_UNIQUES) 413 if (flags & IO_UNIQUES)
492 op->write (f); 414 op->write (f);
493 } 415 }
494 else if (flags & IO_OBJECTS) 416 else if (expect_true (flags & IO_OBJECTS))
495 op->write (f); 417 op->write (f);
496 } 418 }
497 } 419 }
498 420
421 coroapi::cede_to_tick ();
422
499 return true; 423 return true;
500}
501
502bool
503maptile::_load_objects (const char *path, bool skip_header)
504{
505 object_thawer f (path);
506
507 if (!f)
508 return false;
509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
514 {
515 keyword kw = f.kw;
516 f.skip ();
517 if (kw == KW_end)
518 break;
519 }
520
521 return _load_objects (f);
522} 424}
523 425
524bool 426bool
525maptile::_save_objects (const char *path, int flags) 427maptile::_save_objects (const char *path, int flags)
526{ 428{
530 return false; 432 return false;
531 433
532 return freezer.save (path); 434 return freezer.save (path);
533} 435}
534 436
535maptile::maptile () 437void
438maptile::init ()
536{ 439{
537 in_memory = MAP_SWAPPED; 440 state = MAP_SWAPPED;
538 441
539 /* 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
540 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
541 */ 444 */
542 width = 16; 445 width = 16;
543 height = 16; 446 height = 16;
544 timeout = 300; 447 timeout = 300;
545 max_nrof = 1000; // 1000 items of anything 448 max_items = MAX_ITEM_PER_ACTION;
546 max_volume = 2000000; // 2m³ 449 max_volume = 2000000; // 2m³
547}
548
549maptile::maptile (int w, int h)
550{
551 in_memory = MAP_SWAPPED;
552
553 width = w;
554 height = h;
555 reset_timeout = 0; 450 reset_timeout = 0;
556 timeout = 300;
557 enter_x = 0; 451 enter_x = 0;
558 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;
559 466
560 alloc (); 467 alloc ();
561} 468}
562 469
563/* 470/*
571 if (spaces) 478 if (spaces)
572 return; 479 return;
573 480
574 spaces = salloc0<mapspace> (size ()); 481 spaces = salloc0<mapspace> (size ());
575} 482}
483
484//+GPL
576 485
577/* 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
578 * 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
579 * at a later date. 488 * at a later date.
580 * Called by parse_map_headers below. 489 * Called by parse_map_headers below.
657 return items; 566 return items;
658} 567}
659 568
660/* 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
661 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
662static void 571static const char *
663print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
664{ 573{
665 int i; 574 static dynbuf_text buf; buf.clear ();
666 char tmp[MAX_BUF]; 575 bool first = true;
667 576
668 strcpy (output_string, "");
669 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
670 { 578 {
579 if (!first)
580 buf << ';';
581
582 first = false;
583
671 if (m->shopitems[i].typenum) 584 if (m->shopitems[i].typenum)
672 { 585 {
673 if (m->shopitems[i].strength) 586 if (m->shopitems[i].strength)
674 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);
675 else 588 else
676 sprintf (tmp, "%s;", m->shopitems[i].name); 589 buf.printf ("%s", m->shopitems[i].name);
677 } 590 }
678 else 591 else
679 { 592 {
680 if (m->shopitems[i].strength) 593 if (m->shopitems[i].strength)
681 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 594 buf.printf ("*:%d", m->shopitems[i].strength);
682 else 595 else
683 sprintf (tmp, "*"); 596 buf.printf ("*");
684 } 597 }
685
686 strcat (output_string, tmp);
687 } 598 }
599
600 return buf;
688} 601}
602
603//-GPL
689 604
690/* This loads the header information of the map. The header 605/* This loads the header information of the map. The header
691 * contains things like difficulty, size, timeout, etc. 606 * contains things like difficulty, size, timeout, etc.
692 * 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
693 * addition of tiling, fields beyond that easily named in an 608 * addition of tiling, fields beyond that easily named in an
701bool 616bool
702maptile::_load_header (object_thawer &thawer) 617maptile::_load_header (object_thawer &thawer)
703{ 618{
704 for (;;) 619 for (;;)
705 { 620 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw) 621 switch (thawer.kw)
709 { 622 {
710 case KW_msg: 623 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 624 thawer.get_ml (KW_endmsg, msg);
712 break; 625 break;
713 626
714 case KW_lore: // CF+ extension 627 case KW_lore: // deliantra extension
715 thawer.get_ml (KW_endlore, maplore); 628 thawer.get_ml (KW_endlore, maplore);
716 break; 629 break;
717 630
718 case KW_maplore: 631 case KW_maplore:
719 thawer.get_ml (KW_endmaplore, maplore); 632 thawer.get_ml (KW_endmaplore, maplore);
736 case KW_shopgreed: thawer.get (shopgreed); break; 649 case KW_shopgreed: thawer.get (shopgreed); break;
737 case KW_shopmin: thawer.get (shopmin); break; 650 case KW_shopmin: thawer.get (shopmin); break;
738 case KW_shopmax: thawer.get (shopmax); break; 651 case KW_shopmax: thawer.get (shopmax); break;
739 case KW_shoprace: thawer.get (shoprace); break; 652 case KW_shoprace: thawer.get (shoprace); break;
740 case KW_outdoor: thawer.get (outdoor); break; 653 case KW_outdoor: thawer.get (outdoor); break;
741 case KW_temp: thawer.get (temp); break;
742 case KW_pressure: thawer.get (pressure); break;
743 case KW_humid: thawer.get (humid); break;
744 case KW_windspeed: thawer.get (windspeed); break;
745 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break;
747 654
748 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
749 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;
750 659
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: thawer.get (default_region); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 662
754 // old names new names 663 // old names new names
755 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;
756 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;
764 673
765 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
768 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;
769 684
770 case KW_end: 685 case KW_end:
686 thawer.next ();
771 return true; 687 return true;
772 688
773 default: 689 default:
774 if (!thawer.parse_error ("map", 0)) 690 if (!thawer.parse_error ("map"))
775 return false; 691 return false;
776 break; 692 break;
777 } 693 }
694
695 thawer.next ();
778 } 696 }
779 697
780 abort (); 698 abort ();
781} 699}
782 700
783bool 701//+GPL
784maptile::_load_header (const char *path)
785{
786 object_thawer thawer (path);
787
788 if (!thawer)
789 return false;
790
791 return _load_header (thawer);
792}
793 702
794/****************************************************************************** 703/******************************************************************************
795 * This is the start of unique map handling code 704 * This is the start of unique map handling code
796 *****************************************************************************/ 705 *****************************************************************************/
797 706
804 int unique = 0; 713 int unique = 0;
805 for (object *op = spaces [i].bot; op; ) 714 for (object *op = spaces [i].bot; op; )
806 { 715 {
807 object *above = op->above; 716 object *above = op->above;
808 717
809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
810 unique = 1; 719 unique = 1;
811 720
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
813 {
814 op->destroy_inv (false);
815 op->destroy (); 722 op->destroy ();
816 }
817 723
818 op = above; 724 op = above;
819 } 725 }
820 } 726 }
821} 727}
822 728
729//-GPL
730
823bool 731bool
824maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
825{ 733{
826#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW(k), k)
827#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 735#define MAP_OUT2(k,v) freezer.put (KW(k), v)
828 736
829 MAP_OUT2 (arch, "map"); 737 MAP_OUT2 (arch, CS(map));
830 738
831 if (name) MAP_OUT (name); 739 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
836 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
837
838 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
839 748
840 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
841 {
842 char shop[MAX_BUF];
843 print_shop_string (this, shop);
844 MAP_OUT2 (shopitems, shop);
845 }
846
847 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
848 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
849 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
850 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
851 MAP_OUT (darkness); 754
852 MAP_OUT (width); 755 MAP_OUT (width);
853 MAP_OUT (height); 756 MAP_OUT (height);
854 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
855 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
856 759 MAP_OUT (darkness);
857 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
858 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
859
860 MAP_OUT (outdoor); 760 MAP_OUT (outdoor);
861 MAP_OUT (temp); 761
862 MAP_OUT (pressure); 762 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
863 MAP_OUT (humid); 763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
864 MAP_OUT (windspeed);
865 MAP_OUT (winddir);
866 MAP_OUT (sky);
867 764
868 MAP_OUT (per_player); 765 MAP_OUT (per_player);
869 MAP_OUT (per_party); 766 MAP_OUT (per_party);
870 767
871 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]);
872 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]);
873 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]);
874 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]);
875 774
876 freezer.put (this); 775 freezer.put (this);
877 freezer.put (KW_end); 776 freezer.put (KW(end));
878 777
879 return true; 778 return true;
880} 779}
881 780
882bool 781bool
888 return false; 787 return false;
889 788
890 return freezer.save (path); 789 return freezer.save (path);
891} 790}
892 791
792//+GPL
793
893/* 794/*
894 * Remove and free all objects in the given map. 795 * Remove and free all objects in the given map.
895 */ 796 */
896void 797void
897maptile::clear () 798maptile::clear ()
898{ 799{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces) 800 if (spaces)
903 { 801 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 802 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 803 while (object *op = ms->bot)
906 { 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_ ();
907 if (op->head) 812 if (op == head)
908 op = op->head;
909
910 op->destroy_inv (false);
911 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 }
912 } 819 }
913 820
914 sfree (spaces, size ()), spaces = 0; 821 sfree0 (spaces, size ());
915 } 822 }
916 823
917 if (buttons) 824 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0; 825 free_objectlinkpt (buttons), buttons = 0;
826
827 sfree0 (regions, size ());
828 delete [] regionmap; regionmap = 0;
919} 829}
920 830
921void 831void
922maptile::clear_header () 832maptile::clear_header ()
923{ 833{
925 msg = 0; 835 msg = 0;
926 maplore = 0; 836 maplore = 0;
927 shoprace = 0; 837 shoprace = 0;
928 delete [] shopitems, shopitems = 0; 838 delete [] shopitems, shopitems = 0;
929 839
930 for (int i = 0; i < 4; i++) 840 for (int i = 0; i < array_length (tile_path); i++)
931 tile_path [i] = 0; 841 tile_path [i] = 0;
932} 842}
933 843
934maptile::~maptile () 844maptile::~maptile ()
935{ 845{
942 /* 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
943 * are pointing at this one for tiling information. Since 853 * are pointing at this one for tiling information. Since
944 * 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
945 * maps this map tiles with and clears those. 855 * maps this map tiles with and clears those.
946 */ 856 */
947 for (int i = 0; i < 4; i++) 857 for (int i = 0; i < array_length (tile_path); i++)
948 if (tile_map[i] == m) 858 if (tile_map[i] == m)
949 tile_map[i] = 0; 859 tile_map[i] = 0;
950} 860}
951 861
952void 862void
955 attachable::do_destroy (); 865 attachable::do_destroy ();
956 866
957 clear (); 867 clear ();
958} 868}
959 869
960/* 870/* decay and destroy perishable items in a map */
961 * Updates every button on the map (by calling update_button() for them). 871// TODO: should be done regularly, not on map load?
962 */
963void 872void
964maptile::update_buttons () 873maptile::do_decay_objects ()
965{ 874{
966 for (oblinkpt *obp = buttons; obp; obp = obp->next) 875 if (!spaces)
967 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)
968 { 880 {
969 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 ())
970 { 897 {
971 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 898 op->stats.dam--;
972 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)
973 continue; 900 destroy = 1;
974 } 901 }
975 902 else if (op->is_armor ())
976 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
977 { 903 {
978 update_button (ol->ob); 904 op->stats.ac--;
979 break; 905 if (op->stats.ac < 0)
906 destroy = 1;
980 } 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 ();
981 } 936 }
982} 937}
983 938
984/* 939/*
985 * 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.
986 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
987 * 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.
988 * 943 *
989 * 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
990 * 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
991 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
992 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
993 */ 948 */
994int 949int
995maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
996{ 951{
997 long monster_cnt = 0; 952 long monster_cnt = 0;
999 sint64 total_exp = 0; 954 sint64 total_exp = 0;
1000 955
1001 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 956 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1002 for (object *op = ms->bot; op; op = op->above) 957 for (object *op = ms->bot; op; op = op->above)
1003 { 958 {
1004 if (QUERY_FLAG (op, FLAG_MONSTER)) 959 if (op->flag [FLAG_MONSTER])
1005 { 960 {
1006 total_exp += op->stats.exp; 961 total_exp += op->stats.exp;
1007 monster_cnt++; 962 monster_cnt++;
1008 } 963 }
1009 964
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (op->flag [FLAG_GENERATOR])
1011 { 966 {
1012 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
1013 968
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
1015 total_exp += at->clone.stats.exp * 8; 971 total_exp += at->stats.exp * 8;
1016
1017 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 }
1018 } 980 }
1019 } 981 }
1020 982
1021 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
1022 984
1035 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1036 */ 998 */
1037int 999int
1038maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
1039{ 1001{
1040 int new_level = darkness + change;
1041
1042 /* Nothing to do */ 1002 /* Nothing to do */
1043 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1044 return 0; 1004 return 0;
1045 1005
1046 /* inform all players on the map */ 1006 /* inform all players on the map */
1047 if (change > 0) 1007 if (change > 0)
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1049 else 1009 else
1050 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1051 1011
1052 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1053 * we need to be extra careful about negative values.
1054 * In general, the checks below are only needed if change
1055 * is not +/-1
1056 */
1057 if (new_level < 0)
1058 darkness = 0;
1059 else if (new_level >= MAX_DARKNESS)
1060 darkness = MAX_DARKNESS;
1061 else
1062 darkness = new_level;
1063 1013
1064 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1065 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1066 return 1; 1017 return 1;
1067} 1018}
1068 1019
1069/* 1020/*
1070 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1073 * through, etc) 1024 * through, etc)
1074 */ 1025 */
1075void 1026void
1076mapspace::update_ () 1027mapspace::update_ ()
1077{ 1028{
1078 object *tmp, *last = 0; 1029 object *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE;
1031 sint8 light = 0;
1080 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;
1081 1037
1082 //object *middle = 0; 1038 //object *middle = 0;
1083 //object *top = 0; 1039 //object *top = 0;
1084 //object *floor = 0; 1040 //object *floor = 0;
1085 // this seems to generate better code than using locals, above 1041 // this seems to generate better code than using locals, above
1086 object *&top = faces_obj[0]; 1042 object *&top = faces_obj[0] = 0;
1087 object *&middle = faces_obj[1]; 1043 object *&middle = faces_obj[1] = 0;
1088 object *&floor = faces_obj[2]; 1044 object *&floor = faces_obj[2] = 0;
1089 1045
1046 object::flags_t allflags; // all flags of all objects or'ed together
1047
1090 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1048 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1091 { 1049 {
1092 /* This could be made additive I guess (two lights better than 1050 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1093 * one). But if so, it shouldn't be a simple additive - 2
1094 * light bulbs do not illuminate twice as far as once since
1095 * it is a dissapation factor that is cubed.
1096 */
1097 if (tmp->glow_radius > light)
1098 light = tmp->glow_radius; 1051 light += tmp->glow_radius;
1099 1052
1100 /* This call is needed in order to update objects the player 1053 /* This call is needed in order to update objects the player
1101 * is standing in that have animations (ie, grass, fire, etc). 1054 * is standing in that have animations (ie, grass, fire, etc).
1102 * However, it also causes the look window to be re-drawn 1055 * However, it also causes the look window to be re-drawn
1103 * 3 times each time the player moves, because many of the 1056 * 3 times each time the player moves, because many of the
1104 * functions the move_player calls eventualy call this. 1057 * functions the move_player calls eventualy call this.
1105 * 1058 *
1106 * Always put the player down for drawing. 1059 * Always put the player down for drawing.
1107 */ 1060 */
1108 if (!tmp->invisible) 1061 if (expect_true (!tmp->invisible))
1109 { 1062 {
1110 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1111 top = tmp; 1064 top = tmp;
1112 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1113 { 1066 {
1114 /* 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,
1115 * so should not be visible, so we clear them. 1068 * so should not be visible, so we clear them.
1116 */ 1069 */
1117 middle = 0; 1070 middle = 0;
1118 top = 0; 1071 top = 0;
1119 floor = tmp; 1072 floor = tmp;
1073 volume = 0;
1074 items = 0;
1120 } 1075 }
1121 /* Flag anywhere have high priority */ 1076 else
1122 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1123 { 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;
1124 middle = tmp; 1095 middle = tmp;
1125 anywhere = 1; 1096 }
1126 } 1097 }
1127 /* Find the highest visible face around. If equal
1128 * visibilities, we still want the one nearer to the
1129 * top
1130 */
1131 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1132 middle = tmp;
1133 }
1134
1135 if (tmp == tmp->above)
1136 {
1137 LOG (llevError, "Error in structure of map\n");
1138 exit (-1);
1139 } 1098 }
1140 1099
1141 move_slow |= tmp->move_slow; 1100 move_slow |= tmp->move_slow;
1142 move_block |= tmp->move_block; 1101 move_block |= tmp->move_block;
1143 move_on |= tmp->move_on; 1102 move_on |= tmp->move_on;
1144 move_off |= tmp->move_off; 1103 move_off |= tmp->move_off;
1145 move_allow |= tmp->move_allow; 1104 move_allow |= tmp->move_allow;
1146 1105
1147 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1106 allflags |= tmp->flag;
1148 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1107
1149 if (tmp->type == PLAYER) flags |= P_PLAYER; 1108 if (tmp->type == PLAYER) flags |= P_PLAYER;
1150 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1109 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1151 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1152 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1153 } 1110 }
1154 1111
1155 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);
1156 this->flags_ = flags; 1123 this->flags_ = flags;
1157 this->move_block = move_block & ~move_allow; 1124 this->move_block = move_block & ~move_allow;
1158 this->move_on = move_on; 1125 this->move_on = move_on;
1159 this->move_off = move_off; 1126 this->move_off = move_off;
1160 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
1161 1130
1162 /* 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),
1163 * 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
1164 * this point. 1133 * this point.
1165 * middle contains the highest visibility face. 1134 * middle contains the highest visibility face.
1180 * 1) top face is set, need middle to be set. 1149 * 1) top face is set, need middle to be set.
1181 * 2) middle is set, need to set top. 1150 * 2) middle is set, need to set top.
1182 * 3) neither middle or top is set - need to set both. 1151 * 3) neither middle or top is set - need to set both.
1183 */ 1152 */
1184 1153
1185 for (tmp = last; tmp; tmp = tmp->below) 1154 for (object *tmp = last; tmp; tmp = tmp->below)
1186 { 1155 {
1187 /* 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 */
1188 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1157 if (tmp->flag [FLAG_IS_FLOOR])
1189 break; 1158 break;
1190 1159
1191 /* If two top faces are already set, quit processing */ 1160 /* If two top faces are already set, quit processing */
1192 if (top && middle) 1161 if (top && middle)
1193 break; 1162 break;
1231 faces_obj [1] = middle; 1200 faces_obj [1] = middle;
1232 faces_obj [2] = floor; 1201 faces_obj [2] = floor;
1233#endif 1202#endif
1234} 1203}
1235 1204
1236uint64 1205maptile *
1237mapspace::volume () const 1206maptile::tile_available (int dir, bool load)
1238{ 1207{
1239 uint64 vol = 0; 1208 if (tile_path[dir])
1240
1241 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1242 vol += op->volume ();
1243
1244 return vol;
1245}
1246
1247/* this updates the orig_map->tile_map[tile_num] value after finding
1248 * the map. It also takes care of linking back the freshly found
1249 * maps tile_map values if it tiles back to this one. It returns
1250 * the value of orig_map->tile_map[tile_num].
1251 */
1252static inline maptile *
1253find_and_link (maptile *orig_map, int tile_num)
1254{
1255 maptile *mp = orig_map->tile_map [tile_num];
1256
1257 if (!mp)
1258 {
1259 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1260
1261 if (!mp)
1262 {
1263 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1264 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1265 &orig_map->tile_path[tile_num], &orig_map->path);
1266 mp = new maptile (1, 1);
1267 mp->alloc ();
1268 mp->in_memory = MAP_IN_MEMORY;
1269 }
1270 } 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];
1271 1213
1272 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 }
1273 1218
1274 orig_map->tile_map [tile_num] = mp;
1275
1276 // optimisation: back-link map to origin map if euclidean
1277 //TODO: non-euclidean maps MUST GO
1278 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1279 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1280
1281 return mp; 1219 return 0;
1282}
1283
1284static inline void
1285load_and_link (maptile *orig_map, int tile_num)
1286{
1287 find_and_link (orig_map, tile_num)->load_sync ();
1288} 1220}
1289 1221
1290/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
1291 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
1292 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
1305 if (!m) 1237 if (!m)
1306 return 0; 1238 return 0;
1307 1239
1308 if (x < 0) 1240 if (x < 0)
1309 { 1241 {
1310 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
1311 return 1; 1243 return 1;
1312 1244
1313 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 3);
1315
1316 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);
1317 } 1246 }
1318 1247
1319 if (x >= m->width) 1248 if (x >= m->width)
1320 { 1249 {
1321 if (!m->tile_path[1]) 1250 if (!m->tile_available (1))
1322 return 1; 1251 return 1;
1323 1252
1324 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1325 find_and_link (m, 1);
1326
1327 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);
1328 } 1254 }
1329 1255
1330 if (y < 0) 1256 if (y < 0)
1331 { 1257 {
1332 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
1333 return 1; 1259 return 1;
1334 1260
1335 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1336 find_and_link (m, 0);
1337
1338 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);
1339 } 1262 }
1340 1263
1341 if (y >= m->height) 1264 if (y >= m->height)
1342 { 1265 {
1343 if (!m->tile_path[2]) 1266 if (!m->tile_available (2))
1344 return 1; 1267 return 1;
1345
1346 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 2);
1348 1268
1349 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);
1350 } 1270 }
1351 1271
1352 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
1366maptile * 1286maptile *
1367maptile::xy_find (sint16 &x, sint16 &y) 1287maptile::xy_find (sint16 &x, sint16 &y)
1368{ 1288{
1369 if (x < 0) 1289 if (x < 0)
1370 { 1290 {
1371 if (!tile_path[3]) 1291 if (!tile_available (3))
1372 return 0; 1292 return 0;
1373 1293
1374 find_and_link (this, 3);
1375 x += tile_map[3]->width; 1294 x += tile_map[3]->width;
1376 return tile_map[3]->xy_find (x, y); 1295 return tile_map[3]->xy_find (x, y);
1377 } 1296 }
1378 1297
1379 if (x >= width) 1298 if (x >= width)
1380 { 1299 {
1381 if (!tile_path[1]) 1300 if (!tile_available (1))
1382 return 0; 1301 return 0;
1383 1302
1384 find_and_link (this, 1);
1385 x -= width; 1303 x -= width;
1386 return tile_map[1]->xy_find (x, y); 1304 return tile_map[1]->xy_find (x, y);
1387 } 1305 }
1388 1306
1389 if (y < 0) 1307 if (y < 0)
1390 { 1308 {
1391 if (!tile_path[0]) 1309 if (!tile_available (0))
1392 return 0; 1310 return 0;
1393 1311
1394 find_and_link (this, 0);
1395 y += tile_map[0]->height; 1312 y += tile_map[0]->height;
1396 return tile_map[0]->xy_find (x, y); 1313 return tile_map[0]->xy_find (x, y);
1397 } 1314 }
1398 1315
1399 if (y >= height) 1316 if (y >= height)
1400 { 1317 {
1401 if (!tile_path[2]) 1318 if (!tile_available (2))
1402 return 0; 1319 return 0;
1403 1320
1404 find_and_link (this, 2);
1405 y -= height; 1321 y -= height;
1406 return tile_map[2]->xy_find (x, y); 1322 return tile_map[2]->xy_find (x, y);
1407 } 1323 }
1408 1324
1409 /* Simple case - coordinates are within this local 1325 /* Simple case - coordinates are within this local
1415/** 1331/**
1416 * 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
1417 * map1 to map2 in dx/dy. 1333 * map1 to map2 in dx/dy.
1418 */ 1334 */
1419int 1335int
1420adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1421{ 1337{
1422 if (!map1 || !map2) 1338 if (!map1 || !map2)
1423 return 0; 1339 return 0;
1424 1340
1425 //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
1426 //fix: compare paths instead (this is likely faster, too!) 1342 //fix: compare paths instead (this is likely faster, too!)
1427 if (map1 == map2) 1343 if (map1 == map2)
1428 { 1344 {
1429 *dx = 0; 1345 *dx = 0;
1430 *dy = 0; 1346 *dy = 0;
1431 } 1347 }
1432 else if (map1->tile_map[0] == map2) 1348 else if (map1->tile_available (TILE_NORTH, false) == map2)
1433 { /* up */ 1349 {
1434 *dx = 0; 1350 *dx = 0;
1435 *dy = -map2->height; 1351 *dy = -map2->height;
1436 } 1352 }
1437 else if (map1->tile_map[1] == map2) 1353 else if (map1->tile_available (TILE_EAST , false) == map2)
1438 { /* right */ 1354 {
1439 *dx = map1->width; 1355 *dx = map1->width;
1440 *dy = 0; 1356 *dy = 0;
1441 } 1357 }
1442 else if (map1->tile_map[2] == map2) 1358 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1443 { /* down */ 1359 {
1444 *dx = 0; 1360 *dx = 0;
1445 *dy = map1->height; 1361 *dy = map1->height;
1446 } 1362 }
1447 else if (map1->tile_map[3] == map2) 1363 else if (map1->tile_available (TILE_WEST , false) == map2)
1448 { /* left */ 1364 {
1449 *dx = -map2->width; 1365 *dx = -map2->width;
1450 *dy = 0; 1366 *dy = 0;
1451 } 1367 }
1452 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)
1453 { /* up right */ 1369 { /* up right */
1454 *dx = map1->tile_map[0]->width; 1370 *dx = +map1->tile_map[TILE_NORTH]->width;
1455 *dy = -map1->tile_map[0]->height; 1371 *dy = -map1->tile_map[TILE_NORTH]->height;
1456 } 1372 }
1457 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)
1458 { /* up left */ 1374 { /* up left */
1459 *dx = -map2->width; 1375 *dx = -map2->width;
1460 *dy = -map1->tile_map[0]->height; 1376 *dy = -map1->tile_map[TILE_NORTH]->height;
1461 } 1377 }
1462 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)
1463 { /* right up */ 1379 { /* right up */
1464 *dx = map1->width; 1380 *dx = +map1->width;
1465 *dy = -map2->height; 1381 *dy = -map2->height;
1466 } 1382 }
1467 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)
1468 { /* right down */ 1384 { /* right down */
1469 *dx = map1->width; 1385 *dx = +map1->width;
1470 *dy = map1->tile_map[1]->height; 1386 *dy = +map1->tile_map[TILE_EAST]->height;
1471 } 1387 }
1472 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)
1473 { /* down right */ 1389 { /* down right */
1474 *dx = map1->tile_map[2]->width; 1390 *dx = +map1->tile_map[TILE_SOUTH]->width;
1475 *dy = map1->height; 1391 *dy = +map1->height;
1476 } 1392 }
1477 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)
1478 { /* down left */ 1394 { /* down left */
1479 *dx = -map2->width; 1395 *dx = -map2->width;
1480 *dy = map1->height; 1396 *dy = +map1->height;
1481 } 1397 }
1482 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)
1483 { /* left up */ 1399 { /* left up */
1484 *dx = -map1->tile_map[3]->width; 1400 *dx = -map1->tile_map[TILE_WEST]->width;
1485 *dy = -map2->height; 1401 *dy = -map2->height;
1486 } 1402 }
1487 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)
1488 { /* left down */ 1404 { /* left down */
1489 *dx = -map1->tile_map[3]->width; 1405 *dx = -map1->tile_map[TILE_WEST]->width;
1490 *dy = map1->tile_map[3]->height; 1406 *dy = +map1->tile_map[TILE_WEST]->height;
1491 } 1407 }
1492 else 1408 else
1493 return 0; 1409 return 0;
1494 1410
1495 return 1; 1411 return 1;
1531 * 1447 *
1532 * currently, the only flag supported (0x1) is don't translate for 1448 * currently, the only flag supported (0x1) is don't translate for
1533 * closest body part of 'op1' 1449 * closest body part of 'op1'
1534 */ 1450 */
1535void 1451void
1536get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1452get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1537{ 1453{
1538 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))
1539 { 1455 {
1540 /* be conservative and fill in _some_ data */ 1456 /* be conservative and fill in _some_ data */
1541 retval->distance = 10000; 1457 retval->distance = 10000;
1542 retval->distance_x = 10000; 1458 retval->distance_x = 10000;
1543 retval->distance_y = 10000; 1459 retval->distance_y = 10000;
1544 retval->direction = 0; 1460 retval->direction = 0;
1545 retval->part = 0; 1461 retval->part = 0;
1546 } 1462 }
1547 else 1463 else
1548 { 1464 {
1549 object *best;
1550
1551 retval->distance_x += op2->x - op1->x; 1465 retval->distance_x += op2->x - op1->x;
1552 retval->distance_y += op2->y - op1->y; 1466 retval->distance_y += op2->y - op1->y;
1553 1467
1554 best = op1; 1468 object *best = op1;
1469
1555 /* If this is multipart, find the closest part now */ 1470 /* If this is multipart, find the closest part now */
1556 if (!(flags & 0x1) && op1->more) 1471 if (!(flags & 1) && op1->more)
1557 { 1472 {
1558 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);
1559 1474
1560 /* 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
1561 * distance instead of doing all that work above again 1476 * distance instead of doing all that work above again
1562 * since the distance fields we set above are positive in the 1477 * since the distance fields we set above are positive in the
1563 * same axis as is used for multipart objects, the simply arithmetic 1478 * same axis as is used for multipart objects, the simply arithmetic
1564 * below works. 1479 * below works.
1565 */ 1480 */
1566 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1481 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1567 { 1482 {
1568 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);
1569 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1484
1570 if (tmpi < best_distance) 1485 if (tmpi < best_distance)
1571 { 1486 {
1572 best_distance = tmpi; 1487 best_distance = tmpi;
1573 best = tmp; 1488 best = tmp;
1574 } 1489 }
1575 } 1490 }
1576 1491
1577 if (best != op1) 1492 if (best != op1)
1578 { 1493 {
1579 retval->distance_x += op1->x - best->x; 1494 retval->distance_x += op1->x - best->x;
1580 retval->distance_y += op1->y - best->y; 1495 retval->distance_y += op1->y - best->y;
1581 } 1496 }
1582 } 1497 }
1583 1498
1584 retval->part = best; 1499 retval->part = best;
1585 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));
1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1587 } 1502 }
1588} 1503}
1589 1504
1590/* 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
1591 * the first parameter being an object, it instead is the map 1506 * the first parameter being an object, it instead is the map
1596 * 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
1597 * 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
1598 * field of the rv_vector is set to NULL. 1513 * field of the rv_vector is set to NULL.
1599 */ 1514 */
1600void 1515void
1601get_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)
1602{ 1517{
1603 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))
1604 { 1519 {
1605 /* be conservative and fill in _some_ data */ 1520 /* be conservative and fill in _some_ data */
1606 retval->distance = 100000; 1521 retval->distance = 100000;
1607 retval->distance_x = 32767; 1522 retval->distance_x = 32767;
1608 retval->distance_y = 32767; 1523 retval->distance_y = 32767;
1609 retval->direction = 0; 1524 retval->direction = 0;
1610 retval->part = 0; 1525 retval->part = 0;
1611 } 1526 }
1612 else 1527 else
1613 { 1528 {
1614 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1615 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1616 1531
1617 retval->part = NULL; 1532 retval->part = 0;
1618 retval->distance = idistance (retval->distance_x, retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1620 } 1535 }
1621} 1536}
1622 1537
1623/* 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
1624 * (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
1634 int dx, dy; 1549 int dx, dy;
1635 1550
1636 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1637} 1552}
1638 1553
1554//-GPL
1555
1639object * 1556object *
1640maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1641{ 1558{
1642 if (!op->flag [FLAG_REMOVED])
1643 op->remove ();
1644
1645 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);
1646} 1560}
1647 1561
1648region * 1562region *
1649maptile::region (int x, int y) const 1563maptile::region (int x, int y) const
1658 return default_region; 1572 return default_region;
1659 1573
1660 return ::region::default_region (); 1574 return ::region::default_region ();
1661} 1575}
1662 1576
1577//+GPL
1578
1663/* picks a random object from a style map. 1579/* picks a random object from a style map.
1664 * Redone by MSW so it should be faster and not use static
1665 * variables to generate tables.
1666 */ 1580 */
1667object * 1581object *
1668maptile::pick_random_object () const 1582maptile::pick_random_object (rand_gen &gen) const
1669{ 1583{
1670 /* while returning a null object will result in a crash, that 1584 /* while returning a null object will result in a crash, that
1671 * is actually preferable to an infinite loop. That is because 1585 * is actually preferable to an infinite loop. That is because
1672 * most servers will automatically restart in case of crash. 1586 * most servers will automatically restart in case of crash.
1673 * Change the logic on getting the random space - shouldn't make 1587 * Change the logic on getting the random space - shouldn't make
1674 * any difference, but this seems clearer to me. 1588 * any difference, but this seems clearer to me.
1675 */ 1589 */
1676 for (int i = 1000; --i;) 1590 for (int i = 1000; --i;)
1677 { 1591 {
1678 object *pick = at (rndm (width), rndm (height)).bot; 1592 object *pick = at (gen (width), gen (height)).bot;
1679 1593
1680 // do not prefer big monsters just because they are big. 1594 // must be head: do not prefer big monsters just because they are big.
1681 if (pick && pick->head_ () == pick) 1595 if (pick && pick->is_head ())
1682 return pick->head_ (); 1596 return pick;
1683 } 1597 }
1684 1598
1685 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1686 return get_archetype ("blocked"); 1600 return archetype::find (shstr_bug);
1687} 1601}
1688 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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