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Comparing deliantra/server/common/map.C (file contents):
Revision 1.129 by root, Wed Sep 12 11:10:09 2007 UTC vs.
Revision 1.211 by root, Sat May 7 14:13:48 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
36 * 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
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 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");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
100 return 0; 96 return 0;
101 97
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 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))
132 return 1; 131 return 1;
133 else 132 }
134 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;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR 152 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 154 return 1;
164 } 155 }
165
166 } 156 }
157
167 return 0; 158 return 0;
168} 159}
169 160
170/* 161/*
171 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
172 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
175 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
223 } 214 }
224 215
225 return 0; 216 return 0;
226} 217}
227 218
228/* When the map is loaded, load_object does not actually insert objects 219//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 /* sum_weight will go through and calculate what all the containers are
251 * carrying.
252 */
253 sum_weight (container);
254}
255 220
256void 221void
257maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
258{ 223{
259 if (!spaces) 224 if (!spaces)
261 226
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
265} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
266 259
267/* 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
268 * 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
269 * 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
270 * they are saved). 263 * they are saved).
298 op = op->above; 291 op = op->above;
299 } 292 }
300 } 293 }
301} 294}
302 295
296//-GPL
297
303/* 298/*
304 * 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
305 * file pointer. 300 * file pointer.
306 */ 301 */
307bool 302bool
308maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
309{ 304{
310 for (;;) 305 for (;;)
311 { 306 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
313 308
314 switch (f.kw) 309 switch (f.kw)
315 { 310 {
316 case KW_arch: 311 case KW_arch:
317 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
318 { 313 {
314 // TODO: why?
319 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
320 sum_weight (op); 318 op->update_weight ();
319 }
321 320
322 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 }
323 } 344 }
324 345
325 continue; 346 continue;
326 347
327 case KW_EOF: 348 case KW_EOF:
340} 361}
341 362
342void 363void
343maptile::activate () 364maptile::activate ()
344{ 365{
345 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
348 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
349} 376}
350 377
351void 378void
352maptile::deactivate () 379maptile::deactivate ()
353{ 380{
354 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
355 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
356 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
357 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
358} 389}
359 390
360bool 391bool
361maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
362{ 393{
403 return false; 434 return false;
404 435
405 return freezer.save (path); 436 return freezer.save (path);
406} 437}
407 438
408maptile::maptile () 439void
440maptile::init ()
409{ 441{
410 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
411 443
412 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
413 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
414 */ 446 */
415 width = 16; 447 width = 16;
416 height = 16; 448 height = 16;
417 timeout = 300; 449 timeout = 300;
418 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
419 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
420}
421
422maptile::maptile (int w, int h)
423{
424 in_memory = MAP_SWAPPED;
425
426 width = w;
427 height = h;
428 reset_timeout = 0; 452 reset_timeout = 0;
429 timeout = 300;
430 enter_x = 0; 453 enter_x = 0;
431 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
432 468
433 alloc (); 469 alloc ();
434} 470}
435 471
436/* 472/*
444 if (spaces) 480 if (spaces)
445 return; 481 return;
446 482
447 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
448} 484}
485
486//+GPL
449 487
450/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
451 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
452 * at a later date. 490 * at a later date.
453 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
530 return items; 568 return items;
531} 569}
532 570
533/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
534 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
535static void 573static const char *
536print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
537{ 575{
538 int i; 576 static dynbuf_text buf; buf.clear ();
539 char tmp[MAX_BUF]; 577 bool first = true;
540 578
541 strcpy (output_string, "");
542 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
543 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
544 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
545 { 587 {
546 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
547 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
548 else 590 else
549 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
550 } 592 }
551 else 593 else
552 { 594 {
553 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
554 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
555 else 597 else
556 sprintf (tmp, "*"); 598 buf.printf ("*");
557 } 599 }
558
559 strcat (output_string, tmp);
560 } 600 }
601
602 return buf;
561} 603}
604
605//-GPL
562 606
563/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
564 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
565 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
566 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
580 { 624 {
581 case KW_msg: 625 case KW_msg:
582 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
583 break; 627 break;
584 628
585 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
586 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
587 break; 631 break;
588 632
589 case KW_maplore: 633 case KW_maplore:
590 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
607 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
608 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
609 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
610 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
611 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
612 case KW_temp: thawer.get (temp); break;
613 case KW_pressure: thawer.get (pressure); break;
614 case KW_humid: thawer.get (humid); break;
615 case KW_windspeed: thawer.get (windspeed); break;
616 case KW_winddir: thawer.get (winddir); break;
617 case KW_sky: thawer.get (sky); break;
618 656
619 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
621 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
622 661
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 664
626 // old names new names 665 // old names new names
627 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
628 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
636 675
637 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
638 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
639 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
640 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
641 682
642 case KW_ERROR: 683 case KW_ERROR:
643 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
644 break; 685 break;
645 686
646 case KW_end: 687 case KW_end:
647 thawer.next (); 688 thawer.next ();
648 return true; 689 return true;
649 690
650 default: 691 default:
651 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
652 return false; 693 return false;
653 break; 694 break;
654 } 695 }
655 696
656 thawer.next (); 697 thawer.next ();
657 } 698 }
658 699
659 abort (); 700 abort ();
660} 701}
702
703//+GPL
661 704
662/****************************************************************************** 705/******************************************************************************
663 * This is the start of unique map handling code 706 * This is the start of unique map handling code
664 *****************************************************************************/ 707 *****************************************************************************/
665 708
672 int unique = 0; 715 int unique = 0;
673 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
674 { 717 {
675 object *above = op->above; 718 object *above = op->above;
676 719
677 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
678 unique = 1; 721 unique = 1;
679 722
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
681 {
682 op->destroy_inv (false);
683 op->destroy (); 724 op->destroy ();
684 }
685 725
686 op = above; 726 op = above;
687 } 727 }
688 } 728 }
689} 729}
690 730
731//-GPL
732
691bool 733bool
692maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
693{ 735{
694#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
695#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
696 738
697 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
698 740
699 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
700 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
706
707 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
708 750
709 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
710 {
711 char shop[MAX_BUF];
712 print_shop_string (this, shop);
713 MAP_OUT2 (shopitems, shop);
714 }
715
716 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
717 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
718 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
719 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
720 MAP_OUT (darkness); 756
721 MAP_OUT (width); 757 MAP_OUT (width);
722 MAP_OUT (height); 758 MAP_OUT (height);
723 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
724 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
725 761 MAP_OUT (darkness);
726 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
727 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
728
729 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
730 MAP_OUT (temp); 763
731 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
732 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
733 MAP_OUT (windspeed);
734 MAP_OUT (winddir);
735 MAP_OUT (sky);
736 766
737 MAP_OUT (per_player); 767 MAP_OUT (per_player);
738 MAP_OUT (per_party); 768 MAP_OUT (per_party);
739 769
740 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
741 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
742 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
743 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
744 776
745 freezer.put (this); 777 freezer.put (this);
746 freezer.put (KW_end); 778 freezer.put (KW(end));
747 779
748 return true; 780 return true;
749} 781}
750 782
751bool 783bool
756 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
757 return false; 789 return false;
758 790
759 return freezer.save (path); 791 return freezer.save (path);
760} 792}
793
794//+GPL
761 795
762/* 796/*
763 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
764 */ 798 */
765void 799void
776 810
777 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
778 812
779 object *head = op->head_ (); 813 object *head = op->head_ ();
780 if (op == head) 814 if (op == head)
781 {
782 op->destroy_inv (false);
783 op->destroy (); 815 op->destroy ();
784 }
785 else if (head->map != op->map) 816 else if (head->map != op->map)
786 { 817 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy (); 819 head->destroy ();
789 } 820 }
790 } 821 }
791 822
792 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
793 } 824 }
794 825
795 if (buttons) 826 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
797 828
798 sfree (regions, size ()); regions = 0; 829 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 830 delete [] regionmap; regionmap = 0;
800} 831}
801 832
802void 833void
803maptile::clear_header () 834maptile::clear_header ()
806 msg = 0; 837 msg = 0;
807 maplore = 0; 838 maplore = 0;
808 shoprace = 0; 839 shoprace = 0;
809 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
810 841
811 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
812 tile_path [i] = 0; 843 tile_path [i] = 0;
813} 844}
814 845
815maptile::~maptile () 846maptile::~maptile ()
816{ 847{
823 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
824 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
825 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
826 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
827 */ 858 */
828 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
829 if (tile_map[i] == m) 860 if (tile_map[i] == m)
830 tile_map[i] = 0; 861 tile_map[i] = 0;
831} 862}
832 863
833void 864void
837 868
838 clear (); 869 clear ();
839} 870}
840 871
841/* decay and destroy perishable items in a map */ 872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
842void 874void
843maptile::do_decay_objects () 875maptile::do_decay_objects ()
844{ 876{
845 if (!spaces) 877 if (!spaces)
846 return; 878 return;
848 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
849 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
850 { 882 {
851 above = op->above; 883 above = op->above;
852 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
853 bool destroy = 0; 889 bool destroy = 0;
854 890
855 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
856 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
857 break; 893 || op->flag [FLAG_UNIQUE]
858 894 || op->flag [FLAG_OVERLAY_FLOOR]
859 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
860 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
861 || QUERY_FLAG (op, FLAG_UNIQUE)
862 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
863 || QUERY_FLAG (op, FLAG_UNPAID)
864 || op->is_alive ()) 896 || op->is_alive ())
865 ; // do not decay 897 ; // do not decay
866 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
867 { 899 {
868 op->stats.dam--; 900 op->stats.dam--;
893 || mat & M_LIQUID 925 || mat & M_LIQUID
894 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
895 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
896 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
897 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
898 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
899 destroy = 1; 932 destroy = 1;
900 } 933 }
901 934
902 /* adjust overall chance below */ 935 /* adjust overall chance below */
903 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
904 op->destroy (); 937 op->destroy ();
905 }
906}
907
908/*
909 * Updates every button on the map (by calling update_button() for them).
910 */
911void
912maptile::update_buttons ()
913{
914 for (oblinkpt *obp = buttons; obp; obp = obp->next)
915 for (objectlink *ol = obp->link; ol; ol = ol->next)
916 {
917 if (!ol->ob)
918 {
919 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
920 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
921 continue;
922 }
923
924 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
925 {
926 update_button (ol->ob);
927 break;
928 }
929 } 938 }
930} 939}
931 940
932/* 941/*
933 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
934 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
935 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
936 * 945 *
937 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
938 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
939 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
940 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
941 */ 950 */
942int 951int
943maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
944{ 953{
945 long monster_cnt = 0; 954 long monster_cnt = 0;
947 sint64 total_exp = 0; 956 sint64 total_exp = 0;
948 957
949 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
950 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
951 { 960 {
952 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
953 { 962 {
954 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
955 monster_cnt++; 964 monster_cnt++;
956 } 965 }
957 966
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
959 { 968 {
960 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
961 970
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
963 total_exp += at->stats.exp * 8; 973 total_exp += at->stats.exp * 8;
964
965 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
966 } 982 }
967 } 983 }
968 984
969 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
970 986
983 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
984 */ 1000 */
985int 1001int
986maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
987{ 1003{
988 int new_level = darkness + change;
989
990 /* Nothing to do */ 1004 /* Nothing to do */
991 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
992 return 0; 1006 return 0;
993 1007
994 /* inform all players on the map */ 1008 /* inform all players on the map */
995 if (change > 0) 1009 if (change > 0)
996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 else 1011 else
998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 1013
1000 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1001 * we need to be extra careful about negative values.
1002 * In general, the checks below are only needed if change
1003 * is not +/-1
1004 */
1005 if (new_level < 0)
1006 darkness = 0;
1007 else if (new_level >= MAX_DARKNESS)
1008 darkness = MAX_DARKNESS;
1009 else
1010 darkness = new_level;
1011 1015
1012 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1014 return 1; 1019 return 1;
1015} 1020}
1016 1021
1017/* 1022/*
1018 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1021 * through, etc) 1026 * through, etc)
1022 */ 1027 */
1023void 1028void
1024mapspace::update_ () 1029mapspace::update_ ()
1025{ 1030{
1026 object *tmp, *last = 0; 1031 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1028 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1029 1039
1030 //object *middle = 0; 1040 //object *middle = 0;
1031 //object *top = 0; 1041 //object *top = 0;
1032 //object *floor = 0; 1042 //object *floor = 0;
1033 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1037 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1051 {
1040 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1041 * one). But if so, it shouldn't be a simple additive - 2
1042 * light bulbs do not illuminate twice as far as once since
1043 * it is a dissapation factor that is cubed.
1044 */
1045 if (tmp->glow_radius > light)
1046 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1047 1054
1048 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1052 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1053 * 1060 *
1054 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1055 */ 1062 */
1056 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1057 { 1064 {
1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1059 top = tmp; 1066 top = tmp;
1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1061 { 1068 {
1062 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1063 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1064 */ 1071 */
1065 middle = 0; 1072 middle = 0;
1066 top = 0; 1073 top = 0;
1067 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1068 } 1077 }
1069 /* Flag anywhere have high priority */ 1078 else
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1072 middle = tmp; 1097 middle = tmp;
1073 anywhere = 1; 1098 }
1074 } 1099 }
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1100 }
1088 1101
1089 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1094 1107
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1112 }
1102 1113
1103 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1125 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1127 this->move_on = move_on;
1107 this->move_off = move_off; 1128 this->move_off = move_off;
1108 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 1132
1110 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1112 * this point. 1135 * this point.
1113 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1128 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1131 */ 1154 */
1132 1155
1133 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1157 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1137 break; 1160 break;
1138 1161
1139 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1140 if (top && middle) 1163 if (top && middle)
1141 break; 1164 break;
1172 middle = 0; 1195 middle = 0;
1173 1196
1174 if (top == middle) 1197 if (top == middle)
1175 middle = 0; 1198 middle = 0;
1176 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 // mirror the floor - very unreliable because usually outdated,
1208 // but somewhta works because floors do not change often :/
1209 mapspace &ms = m->at (floor->x, floor->y);
1210 ms.update ();
1211
1212 if (object *floor2 = ms.faces_obj [2])
1213 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1214 {
1215 floor->set_anim_frame (1);
1216 middle = floor;
1217 floor = floor2;
1218 }
1219 }
1220 }
1221
1177#if 0 1222#if 0
1178 faces_obj [0] = top; 1223 faces_obj [0] = top;
1179 faces_obj [1] = middle; 1224 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1225 faces_obj [2] = floor;
1181#endif 1226#endif
1182} 1227}
1183 1228
1184uint64 1229maptile *
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195bool
1196maptile::tile_available (int dir, bool load) 1230maptile::tile_available (int dir, bool load)
1197{ 1231{
1198 if (!tile_path[dir]) 1232 if (tile_path[dir])
1199 return 0; 1233 {
1200 1234 // map is there and we don't need to load it OR it's loaded => return what we have
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1235 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1202 return 1; 1236 return tile_map[dir];
1203 1237
1238 // well, try to locate it then, if possible - maybe it's there already
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1239 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1240 return tile_map[dir];
1241 }
1206 1242
1207 return 0; 1243 return 0;
1208} 1244}
1209 1245
1210/* this returns TRUE if the coordinates (x,y) are out of 1246/* this returns TRUE if the coordinates (x,y) are out of
1319/** 1355/**
1320 * Return whether map2 is adjacent to map1. If so, store the distance from 1356 * Return whether map2 is adjacent to map1. If so, store the distance from
1321 * map1 to map2 in dx/dy. 1357 * map1 to map2 in dx/dy.
1322 */ 1358 */
1323int 1359int
1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1360adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1325{ 1361{
1326 if (!map1 || !map2) 1362 if (!map1 || !map2)
1327 return 0; 1363 return 0;
1328 1364
1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1365 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1331 if (map1 == map2) 1367 if (map1 == map2)
1332 { 1368 {
1333 *dx = 0; 1369 *dx = 0;
1334 *dy = 0; 1370 *dy = 0;
1335 } 1371 }
1336 else if (map1->tile_map[0] == map2) 1372 else if (map1->tile_available (TILE_NORTH, false) == map2)
1337 { /* up */ 1373 {
1338 *dx = 0; 1374 *dx = 0;
1339 *dy = -map2->height; 1375 *dy = -map2->height;
1340 } 1376 }
1341 else if (map1->tile_map[1] == map2) 1377 else if (map1->tile_available (TILE_EAST , false) == map2)
1342 { /* right */ 1378 {
1343 *dx = map1->width; 1379 *dx = map1->width;
1344 *dy = 0; 1380 *dy = 0;
1345 } 1381 }
1346 else if (map1->tile_map[2] == map2) 1382 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1347 { /* down */ 1383 {
1348 *dx = 0; 1384 *dx = 0;
1349 *dy = map1->height; 1385 *dy = map1->height;
1350 } 1386 }
1351 else if (map1->tile_map[3] == map2) 1387 else if (map1->tile_available (TILE_WEST , false) == map2)
1352 { /* left */ 1388 {
1353 *dx = -map2->width; 1389 *dx = -map2->width;
1354 *dy = 0; 1390 *dy = 0;
1355 } 1391 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1392 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1357 { /* up right */ 1393 { /* up right */
1358 *dx = map1->tile_map[0]->width; 1394 *dx = +map1->tile_map[TILE_NORTH]->width;
1359 *dy = -map1->tile_map[0]->height; 1395 *dy = -map1->tile_map[TILE_NORTH]->height;
1360 } 1396 }
1361 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1397 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1362 { /* up left */ 1398 { /* up left */
1363 *dx = -map2->width; 1399 *dx = -map2->width;
1364 *dy = -map1->tile_map[0]->height; 1400 *dy = -map1->tile_map[TILE_NORTH]->height;
1365 } 1401 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1402 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1367 { /* right up */ 1403 { /* right up */
1368 *dx = map1->width; 1404 *dx = +map1->width;
1369 *dy = -map2->height; 1405 *dy = -map2->height;
1370 } 1406 }
1371 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1407 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1372 { /* right down */ 1408 { /* right down */
1373 *dx = map1->width; 1409 *dx = +map1->width;
1374 *dy = map1->tile_map[1]->height; 1410 *dy = +map1->tile_map[TILE_EAST]->height;
1375 } 1411 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1412 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1377 { /* down right */ 1413 { /* down right */
1378 *dx = map1->tile_map[2]->width; 1414 *dx = +map1->tile_map[TILE_SOUTH]->width;
1379 *dy = map1->height; 1415 *dy = +map1->height;
1380 } 1416 }
1381 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1417 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1382 { /* down left */ 1418 { /* down left */
1383 *dx = -map2->width; 1419 *dx = -map2->width;
1384 *dy = map1->height; 1420 *dy = +map1->height;
1385 } 1421 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1422 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1387 { /* left up */ 1423 { /* left up */
1388 *dx = -map1->tile_map[3]->width; 1424 *dx = -map1->tile_map[TILE_WEST]->width;
1389 *dy = -map2->height; 1425 *dy = -map2->height;
1390 } 1426 }
1391 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1427 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1392 { /* left down */ 1428 { /* left down */
1393 *dx = -map1->tile_map[3]->width; 1429 *dx = -map1->tile_map[TILE_WEST]->width;
1394 *dy = map1->tile_map[3]->height; 1430 *dy = +map1->tile_map[TILE_WEST]->height;
1395 } 1431 }
1396 else 1432 else
1397 return 0; 1433 return 0;
1398 1434
1399 return 1; 1435 return 1;
1435 * 1471 *
1436 * currently, the only flag supported (0x1) is don't translate for 1472 * currently, the only flag supported (0x1) is don't translate for
1437 * closest body part of 'op1' 1473 * closest body part of 'op1'
1438 */ 1474 */
1439void 1475void
1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1476get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1441{ 1477{
1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1478 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1443 { 1479 {
1444 /* be conservative and fill in _some_ data */ 1480 /* be conservative and fill in _some_ data */
1445 retval->distance = 10000; 1481 retval->distance = 10000;
1446 retval->distance_x = 10000; 1482 retval->distance_x = 10000;
1447 retval->distance_y = 10000; 1483 retval->distance_y = 10000;
1448 retval->direction = 0; 1484 retval->direction = 0;
1449 retval->part = 0; 1485 retval->part = 0;
1450 } 1486 }
1451 else 1487 else
1452 { 1488 {
1453 object *best;
1454
1455 retval->distance_x += op2->x - op1->x; 1489 retval->distance_x += op2->x - op1->x;
1456 retval->distance_y += op2->y - op1->y; 1490 retval->distance_y += op2->y - op1->y;
1457 1491
1458 best = op1; 1492 object *best = op1;
1493
1459 /* If this is multipart, find the closest part now */ 1494 /* If this is multipart, find the closest part now */
1460 if (!(flags & 0x1) && op1->more) 1495 if (!(flags & 1) && op1->more)
1461 { 1496 {
1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1497 int best_distance = idistance (retval->distance_x, retval->distance_y);
1463 1498
1464 /* we just take the offset of the piece to head to figure 1499 /* we just take the offset of the piece to head to figure
1465 * distance instead of doing all that work above again 1500 * distance instead of doing all that work above again
1466 * since the distance fields we set above are positive in the 1501 * since the distance fields we set above are positive in the
1467 * same axis as is used for multipart objects, the simply arithmetic 1502 * same axis as is used for multipart objects, the simply arithmetic
1468 * below works. 1503 * below works.
1469 */ 1504 */
1470 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1505 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1471 { 1506 {
1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1507 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1508
1474 if (tmpi < best_distance) 1509 if (tmpi < best_distance)
1475 { 1510 {
1476 best_distance = tmpi; 1511 best_distance = tmpi;
1477 best = tmp; 1512 best = tmp;
1478 } 1513 }
1479 } 1514 }
1480 1515
1481 if (best != op1) 1516 if (best != op1)
1482 { 1517 {
1483 retval->distance_x += op1->x - best->x; 1518 retval->distance_x += op1->x - best->x;
1484 retval->distance_y += op1->y - best->y; 1519 retval->distance_y += op1->y - best->y;
1485 } 1520 }
1486 } 1521 }
1487 1522
1488 retval->part = best; 1523 retval->part = best;
1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1491 } 1526 }
1492} 1527}
1493 1528
1494/* this is basically the same as get_rangevector above, but instead of 1529/* this is basically the same as get_rangevector above, but instead of
1495 * the first parameter being an object, it instead is the map 1530 * the first parameter being an object, it instead is the map
1500 * be more consistant with the above function and also in case they are needed 1535 * be more consistant with the above function and also in case they are needed
1501 * for something in the future. Also, since no object is pasted, the best 1536 * for something in the future. Also, since no object is pasted, the best
1502 * field of the rv_vector is set to NULL. 1537 * field of the rv_vector is set to NULL.
1503 */ 1538 */
1504void 1539void
1505get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1540get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1506{ 1541{
1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1542 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1508 { 1543 {
1509 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
1510 retval->distance = 100000; 1545 retval->distance = 100000;
1511 retval->distance_x = 32767; 1546 retval->distance_x = 32767;
1512 retval->distance_y = 32767; 1547 retval->distance_y = 32767;
1513 retval->direction = 0; 1548 retval->direction = 0;
1514 retval->part = 0; 1549 retval->part = 0;
1515 } 1550 }
1516 else 1551 else
1517 { 1552 {
1518 retval->distance_x += op2->x - x; 1553 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1554 retval->distance_y += op2->y - y;
1520 1555
1521 retval->part = NULL; 1556 retval->part = 0;
1522 retval->distance = idistance (retval->distance_x, retval->distance_y); 1557 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1558 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1524 } 1559 }
1525} 1560}
1526 1561
1527/* Returns true of op1 and op2 are effectively on the same map 1562/* Returns true of op1 and op2 are effectively on the same map
1528 * (as related to map tiling). Note that this looks for a path from 1563 * (as related to map tiling). Note that this looks for a path from
1538 int dx, dy; 1573 int dx, dy;
1539 1574
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1575 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1576}
1542 1577
1578//-GPL
1579
1543object * 1580object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1581maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1582{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1550} 1584}
1551 1585
1552region * 1586region *
1553maptile::region (int x, int y) const 1587maptile::region (int x, int y) const
1562 return default_region; 1596 return default_region;
1563 1597
1564 return ::region::default_region (); 1598 return ::region::default_region ();
1565} 1599}
1566 1600
1601//+GPL
1602
1567/* picks a random object from a style map. 1603/* picks a random object from a style map.
1568 * Redone by MSW so it should be faster and not use static
1569 * variables to generate tables.
1570 */ 1604 */
1571object * 1605object *
1572maptile::pick_random_object () const 1606maptile::pick_random_object (rand_gen &gen) const
1573{ 1607{
1574 /* while returning a null object will result in a crash, that 1608 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1609 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1610 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1611 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1612 * any difference, but this seems clearer to me.
1579 */ 1613 */
1580 for (int i = 1000; --i;) 1614 for (int i = 1000; --i;)
1581 { 1615 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1616 object *pick = at (gen (width), gen (height)).bot;
1583 1617
1584 // do not prefer big monsters just because they are big. 1618 // must be head: do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1619 if (pick && pick->is_head ())
1586 return pick->head_ (); 1620 return pick;
1587 } 1621 }
1588 1622
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1623 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1624 return archetype::find (shstr_bug);
1591} 1625}
1626
1627//-GPL
1592 1628
1593void 1629void
1594maptile::play_sound (faceidx sound, int x, int y) const 1630maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1631{
1596 if (!sound) 1632 if (!sound)
1597 return; 1633 return;
1598 1634
1635 for_all_players_on_map (pl, this)
1636 if (client *ns = pl->ns)
1637 {
1638 int dx = x - pl->ob->x;
1639 int dy = y - pl->ob->y;
1640
1641 int distance = idistance (dx, dy);
1642
1643 if (distance <= MAX_SOUND_DISTANCE)
1644 ns->play_sound (sound, dx, dy);
1645 }
1646}
1647
1648void
1649maptile::say_msg (const char *msg, int x, int y) const
1650{
1599 for_all_players (pl) 1651 for_all_players (pl)
1600 if (pl->observe->map == this)
1601 if (client *ns = pl->ns) 1652 if (client *ns = pl->ns)
1602 { 1653 {
1603 int dx = x - pl->observe->x; 1654 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1655 int dy = y - pl->ob->y;
1605 1656
1606 int distance = idistance (dx, dy); 1657 int distance = idistance (dx, dy);
1607 1658
1608 if (distance <= MAX_SOUND_DISTANCE) 1659 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1660 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 } 1661 }
1611} 1662}
1612 1663
1664dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1665
1666static void
1667split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1668{
1669 // clip to map to the left
1670 if (x0 < 0)
1671 {
1672 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1673 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1674
1675 if (x1 < 0) // entirely to the left
1676 return;
1677
1678 x0 = 0;
1679 }
1680
1681 // clip to map to the right
1682 if (x1 > m->width)
1683 {
1684 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1685 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1686
1687 if (x0 > m->width) // entirely to the right
1688 return;
1689
1690 x1 = m->width;
1691 }
1692
1693 // clip to map above
1694 if (y0 < 0)
1695 {
1696 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1697 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1698
1699 if (y1 < 0) // entirely above
1700 return;
1701
1702 y0 = 0;
1703 }
1704
1705 // clip to map below
1706 if (y1 > m->height)
1707 {
1708 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1709 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1710
1711 if (y0 > m->height) // entirely below
1712 return;
1713
1714 y1 = m->height;
1715 }
1716
1717 // if we get here, the rect is within the current map
1718 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1719
1720 r->m = m;
1721 r->x0 = x0;
1722 r->y0 = y0;
1723 r->x1 = x1;
1724 r->y1 = y1;
1725 r->dx = dx;
1726 r->dy = dy;
1727}
1728
1729maprect *
1730maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1731{
1732 buf.clear ();
1733
1734 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1735
1736 // add end marker
1737 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1738 r->m = 0;
1739
1740 return (maprect *)buf.linearise ();
1741}
1742

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