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Comparing deliantra/server/common/map.C (file contents):
Revision 1.103 by root, Thu May 17 23:35:19 2007 UTC vs.
Revision 1.212 by root, Sat May 7 17:12:27 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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)
181 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
185 */ 114 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
187 { 116 {
188 117 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 118 {
192 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
194 * pass through this space. 121 return 1;
195 */ 122 else
196 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
197 { 126 {
198 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
199 return 1; 131 return 1;
200 else 132 }
201 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
202 } 142 }
203 else 143 else
204 { 144 return 1; // unconditional block
205 /* In this case, the player must not have the object - 145
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 146 } else {
215 { 147 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 149 // blocks anything
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 150
225 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob
227 && tmp != ob
228 && tmp->type != DOOR 152 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
230 return 1; 154 return 1;
231 } 155 }
232
233 } 156 }
157
234 return 0; 158 return 0;
235} 159}
236 160
237/* 161/*
238 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
239 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
243 * 167 *
244 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
245 * 169 *
246 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
258 * 182 *
259 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
260 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
261 * against the move_block values. 185 * against the move_block values.
262 */ 186 */
263int 187bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
265{ 189{
266 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
280 193
281 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
282 { 195 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
284 196
285 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 198
287 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 200 return 1;
289 201
290 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
291 203 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
295 */ 205 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 207 continue;
299 208
300 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
301 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
302 */ 211 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
304 return P_NO_PASS; 213 return 1;
305 } 214 }
306 215
307 return 0; 216 return 0;
308} 217}
309 218
310/* When the map is loaded, load_object does not actually insert objects 219//-GPL
311 * into inventory, but just links them. What this does is go through
312 * and insert them properly.
313 * The object 'container' is the object that contains the inventory.
314 * This is needed so that we can update the containers weight.
315 */
316void
317fix_container (object *container)
318{
319 object *tmp = container->inv, *next;
320
321 container->inv = 0;
322 while (tmp)
323 {
324 next = tmp->below;
325 if (tmp->inv)
326 fix_container (tmp);
327
328 insert_ob_in_ob (tmp, container);
329 tmp = next;
330 }
331
332 /* sum_weight will go through and calculate what all the containers are
333 * carrying.
334 */
335 sum_weight (container);
336}
337 220
338void 221void
339maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
340{ 223{
341 if (!spaces) 224 if (!spaces)
343 226
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
347} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
348 259
349/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
352 * they are saved). 263 * they are saved).
356{ 267{
357 if (!spaces) 268 if (!spaces)
358 return; 269 return;
359 270
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 272 {
273 object *op = ms->bot;
274 while (op)
362 { 275 {
363 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
365 { 278 {
366 op->remove (); 279 op->remove ();
367 op->expand_tail (); 280 op->expand_tail ();
281
282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
369 } 289 }
290 else
291 op = op->above;
370 } 292 }
293 }
371} 294}
295
296//-GPL
372 297
373/* 298/*
374 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer. 300 * file pointer.
376 */ 301 */
377bool 302bool
378maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
379{ 304{
380 for (;;) 305 for (;;)
381 { 306 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
383 308
384 switch (f.kw) 309 switch (f.kw)
385 { 310 {
386 case KW_arch: 311 case KW_arch:
387 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
388 { 313 {
314 // TODO: why?
389 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
390 sum_weight (op); 318 op->update_weight ();
319 }
391 320
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
393 } 344 }
394 345
395 continue; 346 continue;
396 347
397 case KW_EOF: 348 case KW_EOF:
410} 361}
411 362
412void 363void
413maptile::activate () 364maptile::activate ()
414{ 365{
415 active = true; 366 if (state != MAP_INACTIVE)
367 return;
416 368
417 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
421} 376}
422 377
423void 378void
424maptile::deactivate () 379maptile::deactivate ()
425{ 380{
426 active = false; 381 if (state != MAP_ACTIVE)
382 return;
427 383
428 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
432} 389}
433 390
434bool 391bool
435maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
436{ 393{
442 if (!spaces) 399 if (!spaces)
443 return false; 400 return false;
444 401
445 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
446 { 403 {
447 int unique = 0; 404 bool unique = 0;
405
448 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
449 { 407 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 409
453 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
454 continue; 411 continue;
455 412
456 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 414 {
458 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
459 op->write (f); 416 op->write (f);
460 } 417 }
461 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 419 op->write (f);
463 } 420 }
464 } 421 }
465 422
466 coroapi::cede_to_tick (); 423 coroapi::cede_to_tick ();
467 424
468 return true; 425 return true;
469} 426}
470 427
471bool 428bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491}
492
493bool
494maptile::_save_objects (const char *path, int flags) 429maptile::_save_objects (const char *path, int flags)
495{ 430{
496 object_freezer freezer; 431 object_freezer freezer;
497 432
498 if (!_save_objects (freezer, flags)) 433 if (!_save_objects (freezer, flags))
499 return false; 434 return false;
500 435
501 return freezer.save (path); 436 return freezer.save (path);
502} 437}
503 438
504maptile::maptile () 439void
440maptile::init ()
505{ 441{
506 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
507 443
508 /* 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
509 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
510 */ 446 */
511 width = 16; 447 width = 16;
512 height = 16; 448 height = 16;
513 timeout = 300; 449 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
515 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
516}
517
518maptile::maptile (int w, int h)
519{
520 in_memory = MAP_SWAPPED;
521
522 width = w;
523 height = h;
524 reset_timeout = 0; 452 reset_timeout = 0;
525 timeout = 300;
526 enter_x = 0; 453 enter_x = 0;
527 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;
528 468
529 alloc (); 469 alloc ();
530} 470}
531 471
532/* 472/*
540 if (spaces) 480 if (spaces)
541 return; 481 return;
542 482
543 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
544} 484}
485
486//+GPL
545 487
546/* 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
547 * 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
548 * at a later date. 490 * at a later date.
549 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
626 return items; 568 return items;
627} 569}
628 570
629/* 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
630 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
631static void 573static const char *
632print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
633{ 575{
634 int i; 576 static dynbuf_text buf; buf.clear ();
635 char tmp[MAX_BUF]; 577 bool first = true;
636 578
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
639 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
640 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
641 { 587 {
642 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
643 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);
644 else 590 else
645 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
646 } 592 }
647 else 593 else
648 { 594 {
649 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
651 else 597 else
652 sprintf (tmp, "*"); 598 buf.printf ("*");
653 } 599 }
654
655 strcat (output_string, tmp);
656 } 600 }
601
602 return buf;
657} 603}
604
605//-GPL
658 606
659/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
661 * 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
662 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
670bool 618bool
671maptile::_load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
672{ 620{
673 for (;;) 621 for (;;)
674 { 622 {
675 keyword kw = thawer.get_kv ();
676
677 switch (kw) 623 switch (thawer.kw)
678 { 624 {
679 case KW_msg: 625 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
681 break; 627 break;
682 628
683 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
684 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
685 break; 631 break;
686 632
687 case KW_maplore: 633 case KW_maplore:
688 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
705 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716 656
717 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
719 661
720 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
722 664
723 // old names new names 665 // old names new names
724 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;
725 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;
733 675
734 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
735 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
736 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
737 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;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
738 686
739 case KW_end: 687 case KW_end:
688 thawer.next ();
740 return true; 689 return true;
741 690
742 default: 691 default:
743 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
744 return false; 693 return false;
745 break; 694 break;
746 } 695 }
696
697 thawer.next ();
747 } 698 }
748 699
749 abort (); 700 abort ();
750} 701}
751 702
752bool 703//+GPL
753maptile::_load_header (const char *path)
754{
755 object_thawer thawer (path);
756
757 if (!thawer)
758 return false;
759
760 return _load_header (thawer);
761}
762 704
763/****************************************************************************** 705/******************************************************************************
764 * This is the start of unique map handling code 706 * This is the start of unique map handling code
765 *****************************************************************************/ 707 *****************************************************************************/
766 708
773 int unique = 0; 715 int unique = 0;
774 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
775 { 717 {
776 object *above = op->above; 718 object *above = op->above;
777 719
778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
779 unique = 1; 721 unique = 1;
780 722
781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
782 {
783 op->destroy_inv (false);
784 op->destroy (); 724 op->destroy ();
785 }
786 725
787 op = above; 726 op = above;
788 } 727 }
789 } 728 }
790} 729}
791 730
731//-GPL
732
792bool 733bool
793maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
794{ 735{
795#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
797 738
798 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
799 740
800 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
801 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
802 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
803 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
804 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
805 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
806
807 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
808 750
809 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
810 {
811 char shop[MAX_BUF];
812 print_shop_string (this, shop);
813 MAP_OUT2 (shopitems, shop);
814 }
815
816 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
817 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
818 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
819 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
820 MAP_OUT (darkness); 756
821 MAP_OUT (width); 757 MAP_OUT (width);
822 MAP_OUT (height); 758 MAP_OUT (height);
823 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
824 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
825 761 MAP_OUT (darkness);
826 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
827 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
828
829 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
830 MAP_OUT (temp); 763
831 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
832 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
833 MAP_OUT (windspeed);
834 MAP_OUT (winddir);
835 MAP_OUT (sky);
836 766
837 MAP_OUT (per_player); 767 MAP_OUT (per_player);
838 MAP_OUT (per_party); 768 MAP_OUT (per_party);
839 769
840 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]);
841 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]);
842 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]);
843 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]);
844 776
845 freezer.put (this); 777 freezer.put (this);
846 freezer.put (KW_end); 778 freezer.put (KW(end));
847 779
848 return true; 780 return true;
849} 781}
850 782
851bool 783bool
857 return false; 789 return false;
858 790
859 return freezer.save (path); 791 return freezer.save (path);
860} 792}
861 793
794//+GPL
795
862/* 796/*
863 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
864 */ 798 */
865void 799void
866maptile::clear () 800maptile::clear ()
867{ 801{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
871 if (spaces) 802 if (spaces)
872 { 803 {
873 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 while (object *op = ms->bot->head_ ()) 805 while (object *op = ms->bot)
875 { 806 {
876 op->destroy_inv (false); 807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
814 if (op == head)
877 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
878 } 821 }
879 822
880 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
881 } 824 }
882 825
883 if (buttons) 826 if (buttons)
884 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
885} 831}
886 832
887void 833void
888maptile::clear_header () 834maptile::clear_header ()
889{ 835{
891 msg = 0; 837 msg = 0;
892 maplore = 0; 838 maplore = 0;
893 shoprace = 0; 839 shoprace = 0;
894 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
895 841
896 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
897 tile_path [i] = 0; 843 tile_path [i] = 0;
898} 844}
899 845
900maptile::~maptile () 846maptile::~maptile ()
901{ 847{
908 /* 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
909 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
910 * 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
911 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
912 */ 858 */
913 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
914 if (tile_map[i] == m) 860 if (tile_map[i] == m)
915 tile_map[i] = 0; 861 tile_map[i] = 0;
916} 862}
917 863
918void 864void
921 attachable::do_destroy (); 867 attachable::do_destroy ();
922 868
923 clear (); 869 clear ();
924} 870}
925 871
926/* 872/* decay and destroy perishable items in a map */
927 * Updates every button on the map (by calling update_button() for them). 873// TODO: should be done regularly, not on map load?
928 */
929void 874void
930maptile::update_buttons () 875maptile::do_decay_objects ()
931{ 876{
932 for (oblinkpt *obp = buttons; obp; obp = obp->next) 877 if (!spaces)
933 for (objectlink *ol = obp->link; ol; ol = ol->next) 878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
934 { 882 {
935 if (!ol->ob) 883 above = op->above;
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
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
936 { 899 {
937 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 900 op->stats.dam--;
938 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 901 if (op->stats.dam < 0)
939 continue; 902 destroy = 1;
940 } 903 }
941 904 else if (op->is_armor ())
942 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
943 { 905 {
944 update_button (ol->ob); 906 op->stats.ac--;
945 break; 907 if (op->stats.ac < 0)
908 destroy = 1;
946 } 909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
947 } 938 }
948} 939}
949 940
950/* 941/*
951 * 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.
952 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
953 * 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.
954 * 945 *
955 * 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
956 * 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
957 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
958 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
959 */ 950 */
960int 951int
961maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
962{ 953{
963 long monster_cnt = 0; 954 long monster_cnt = 0;
965 sint64 total_exp = 0; 956 sint64 total_exp = 0;
966 957
967 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
968 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
969 { 960 {
970 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
971 { 962 {
972 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
973 monster_cnt++; 964 monster_cnt++;
974 } 965 }
975 966
976 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
977 { 968 {
978 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
979 970
980 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
981 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
982
983 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 }
984 } 982 }
985 } 983 }
986 984
987 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
988 986
1001 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1002 */ 1000 */
1003int 1001int
1004maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1005{ 1003{
1006 int new_level = darkness + change;
1007
1008 /* Nothing to do */ 1004 /* Nothing to do */
1009 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1010 return 0; 1006 return 0;
1011 1007
1012 /* inform all players on the map */ 1008 /* inform all players on the map */
1013 if (change > 0) 1009 if (change > 0)
1014 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1015 else 1011 else
1016 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1017 1013
1018 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1019 * we need to be extra careful about negative values.
1020 * In general, the checks below are only needed if change
1021 * is not +/-1
1022 */
1023 if (new_level < 0)
1024 darkness = 0;
1025 else if (new_level >= MAX_DARKNESS)
1026 darkness = MAX_DARKNESS;
1027 else
1028 darkness = new_level;
1029 1015
1030 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1031 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1032 return 1; 1019 return 1;
1033} 1020}
1034 1021
1035/* 1022/*
1036 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1039 * through, etc) 1026 * through, etc)
1040 */ 1027 */
1041void 1028void
1042mapspace::update_ () 1029mapspace::update_ ()
1043{ 1030{
1044 object *tmp, *last = 0; 1031 object *last = 0;
1045 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1046 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;
1047 1039
1048 //object *middle = 0; 1040 //object *middle = 0;
1049 //object *top = 0; 1041 //object *top = 0;
1050 //object *floor = 0; 1042 //object *floor = 0;
1051 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1052 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1053 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1054 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1055 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1057 { 1051 {
1058 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1059 * one). But if so, it shouldn't be a simple additive - 2
1060 * light bulbs do not illuminate twice as far as once since
1061 * it is a dissapation factor that is cubed.
1062 */
1063 if (tmp->glow_radius > light)
1064 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1065 1054
1066 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1067 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1068 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1069 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1070 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1071 * 1060 *
1072 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1073 */ 1062 */
1074 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1075 { 1064 {
1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1077 top = tmp; 1066 top = tmp;
1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1079 { 1068 {
1080 /* 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,
1081 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1082 */ 1071 */
1083 middle = 0; 1072 middle = 0;
1084 top = 0; 1073 top = 0;
1085 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1086 } 1077 }
1087 /* Flag anywhere have high priority */ 1078 else
1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1089 { 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;
1090 middle = tmp; 1097 middle = tmp;
1091 anywhere = 1; 1098 }
1092 } 1099 }
1093 /* Find the highest visible face around. If equal
1094 * visibilities, we still want the one nearer to the
1095 * top
1096 */
1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1098 middle = tmp;
1099 }
1100
1101 if (tmp == tmp->above)
1102 {
1103 LOG (llevError, "Error in structure of map\n");
1104 exit (-1);
1105 } 1100 }
1106 1101
1107 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1108 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1109 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1110 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1111 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1112 1107
1113 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1114 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1115 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1116 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1117 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1118 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1119 } 1112 }
1120 1113
1121 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);
1122 this->flags_ = flags; 1125 this->flags_ = flags;
1123 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1124 this->move_on = move_on; 1127 this->move_on = move_on;
1125 this->move_off = move_off; 1128 this->move_off = move_off;
1126 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
1127 1132
1128 /* 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),
1129 * 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
1130 * this point. 1135 * this point.
1131 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1146 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1147 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1148 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1149 */ 1154 */
1150 1155
1151 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1152 { 1157 {
1153 /* 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 */
1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1155 break; 1160 break;
1156 1161
1157 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1158 if (top && middle) 1163 if (top && middle)
1159 break; 1164 break;
1190 middle = 0; 1195 middle = 0;
1191 1196
1192 if (top == middle) 1197 if (top == middle)
1193 middle = 0; 1198 middle = 0;
1194 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 // should be based by some floor_blocksview or so
1202 if (floor && floor->arch->archname == shstr_quad_open_space)
1203 {
1204 floor->set_anim_frame (0);
1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 // mirror the floor - very unreliable because usually outdated,
1209 // but somewhta works because floors do not change often :/
1210 mapspace &ms = m->at (floor->x, floor->y);
1211 ms.update ();
1212
1213 if (object *floor2 = ms.faces_obj [2])
1214 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1215 {
1216 floor->set_anim_frame (1);
1217 middle = floor;
1218 floor = floor2;
1219 }
1220 }
1221 }
1222
1195#if 0 1223#if 0
1196 faces_obj [0] = top; 1224 faces_obj [0] = top;
1197 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1198 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1199#endif 1227#endif
1200} 1228}
1201 1229
1202uint64 1230maptile *
1203mapspace::volume () const 1231maptile::tile_available (int dir, bool load)
1204{ 1232{
1205 uint64 vol = 0; 1233 if (tile_path[dir])
1206
1207 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208 vol += op->volume ();
1209
1210 return vol;
1211}
1212
1213/* this updates the orig_map->tile_map[tile_num] value after finding
1214 * the map. It also takes care of linking back the freshly found
1215 * maps tile_map values if it tiles back to this one. It returns
1216 * the value of orig_map->tile_map[tile_num].
1217 */
1218static inline maptile *
1219find_and_link (maptile *orig_map, int tile_num)
1220{
1221 maptile *mp = orig_map->tile_map [tile_num];
1222
1223 if (!mp)
1224 {
1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1226
1227 if (!mp)
1228 {
1229 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1230 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1231 &orig_map->tile_path[tile_num], &orig_map->path);
1232 mp = new maptile (1, 1);
1233 mp->alloc ();
1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1236 } 1234 {
1235 // map is there and we don't need to load it OR it's loaded => return what we have
1236 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1237 return tile_map[dir];
1237 1238
1238 int dest_tile = (tile_num + 2) % 4; 1239 // well, try to locate it then, if possible - maybe it's there already
1240 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1241 return tile_map[dir];
1242 }
1239 1243
1240 orig_map->tile_map [tile_num] = mp;
1241
1242 // optimisation: back-link map to origin map if euclidean
1243 //TODO: non-euclidean maps MUST GO
1244 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1245 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1246
1247 return mp; 1244 return 0;
1248}
1249
1250static inline void
1251load_and_link (maptile *orig_map, int tile_num)
1252{
1253 find_and_link (orig_map, tile_num)->load_sync ();
1254} 1245}
1255 1246
1256/* this returns TRUE if the coordinates (x,y) are out of 1247/* this returns TRUE if the coordinates (x,y) are out of
1257 * map m. This function also takes into account any 1248 * map m. This function also takes into account any
1258 * tiling considerations, loading adjacant maps as needed. 1249 * tiling considerations, loading adjacant maps as needed.
1271 if (!m) 1262 if (!m)
1272 return 0; 1263 return 0;
1273 1264
1274 if (x < 0) 1265 if (x < 0)
1275 { 1266 {
1276 if (!m->tile_path[3]) 1267 if (!m->tile_available (3))
1277 return 1; 1268 return 1;
1278 1269
1279 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1280 find_and_link (m, 3);
1281
1282 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1270 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1283 } 1271 }
1284 1272
1285 if (x >= m->width) 1273 if (x >= m->width)
1286 { 1274 {
1287 if (!m->tile_path[1]) 1275 if (!m->tile_available (1))
1288 return 1; 1276 return 1;
1289 1277
1290 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1291 find_and_link (m, 1);
1292
1293 return out_of_map (m->tile_map[1], x - m->width, y); 1278 return out_of_map (m->tile_map[1], x - m->width, y);
1294 } 1279 }
1295 1280
1296 if (y < 0) 1281 if (y < 0)
1297 { 1282 {
1298 if (!m->tile_path[0]) 1283 if (!m->tile_available (0))
1299 return 1; 1284 return 1;
1300 1285
1301 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1302 find_and_link (m, 0);
1303
1304 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1286 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1305 } 1287 }
1306 1288
1307 if (y >= m->height) 1289 if (y >= m->height)
1308 { 1290 {
1309 if (!m->tile_path[2]) 1291 if (!m->tile_available (2))
1310 return 1; 1292 return 1;
1311
1312 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1313 find_and_link (m, 2);
1314 1293
1315 return out_of_map (m->tile_map[2], x, y - m->height); 1294 return out_of_map (m->tile_map[2], x, y - m->height);
1316 } 1295 }
1317 1296
1318 /* Simple case - coordinates are within this local 1297 /* Simple case - coordinates are within this local
1332maptile * 1311maptile *
1333maptile::xy_find (sint16 &x, sint16 &y) 1312maptile::xy_find (sint16 &x, sint16 &y)
1334{ 1313{
1335 if (x < 0) 1314 if (x < 0)
1336 { 1315 {
1337 if (!tile_path[3]) 1316 if (!tile_available (3))
1338 return 0; 1317 return 0;
1339 1318
1340 find_and_link (this, 3);
1341 x += tile_map[3]->width; 1319 x += tile_map[3]->width;
1342 return tile_map[3]->xy_find (x, y); 1320 return tile_map[3]->xy_find (x, y);
1343 } 1321 }
1344 1322
1345 if (x >= width) 1323 if (x >= width)
1346 { 1324 {
1347 if (!tile_path[1]) 1325 if (!tile_available (1))
1348 return 0; 1326 return 0;
1349 1327
1350 find_and_link (this, 1);
1351 x -= width; 1328 x -= width;
1352 return tile_map[1]->xy_find (x, y); 1329 return tile_map[1]->xy_find (x, y);
1353 } 1330 }
1354 1331
1355 if (y < 0) 1332 if (y < 0)
1356 { 1333 {
1357 if (!tile_path[0]) 1334 if (!tile_available (0))
1358 return 0; 1335 return 0;
1359 1336
1360 find_and_link (this, 0);
1361 y += tile_map[0]->height; 1337 y += tile_map[0]->height;
1362 return tile_map[0]->xy_find (x, y); 1338 return tile_map[0]->xy_find (x, y);
1363 } 1339 }
1364 1340
1365 if (y >= height) 1341 if (y >= height)
1366 { 1342 {
1367 if (!tile_path[2]) 1343 if (!tile_available (2))
1368 return 0; 1344 return 0;
1369 1345
1370 find_and_link (this, 2);
1371 y -= height; 1346 y -= height;
1372 return tile_map[2]->xy_find (x, y); 1347 return tile_map[2]->xy_find (x, y);
1373 } 1348 }
1374 1349
1375 /* Simple case - coordinates are within this local 1350 /* Simple case - coordinates are within this local
1381/** 1356/**
1382 * Return whether map2 is adjacent to map1. If so, store the distance from 1357 * Return whether map2 is adjacent to map1. If so, store the distance from
1383 * map1 to map2 in dx/dy. 1358 * map1 to map2 in dx/dy.
1384 */ 1359 */
1385int 1360int
1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1361adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1387{ 1362{
1388 if (!map1 || !map2) 1363 if (!map1 || !map2)
1389 return 0; 1364 return 0;
1390 1365
1391 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1366 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1392 //fix: compare paths instead (this is likely faster, too!) 1367 //fix: compare paths instead (this is likely faster, too!)
1393 if (map1 == map2) 1368 if (map1 == map2)
1394 { 1369 {
1395 *dx = 0; 1370 *dx = 0;
1396 *dy = 0; 1371 *dy = 0;
1397 } 1372 }
1398 else if (map1->tile_map[0] == map2) 1373 else if (map1->tile_available (TILE_NORTH, false) == map2)
1399 { /* up */ 1374 {
1400 *dx = 0; 1375 *dx = 0;
1401 *dy = -map2->height; 1376 *dy = -map2->height;
1402 } 1377 }
1403 else if (map1->tile_map[1] == map2) 1378 else if (map1->tile_available (TILE_EAST , false) == map2)
1404 { /* right */ 1379 {
1405 *dx = map1->width; 1380 *dx = map1->width;
1406 *dy = 0; 1381 *dy = 0;
1407 } 1382 }
1408 else if (map1->tile_map[2] == map2) 1383 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1409 { /* down */ 1384 {
1410 *dx = 0; 1385 *dx = 0;
1411 *dy = map1->height; 1386 *dy = map1->height;
1412 } 1387 }
1413 else if (map1->tile_map[3] == map2) 1388 else if (map1->tile_available (TILE_WEST , false) == map2)
1414 { /* left */ 1389 {
1415 *dx = -map2->width; 1390 *dx = -map2->width;
1416 *dy = 0; 1391 *dy = 0;
1417 } 1392 }
1418 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1393 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1419 { /* up right */ 1394 { /* up right */
1420 *dx = map1->tile_map[0]->width; 1395 *dx = +map1->tile_map[TILE_NORTH]->width;
1421 *dy = -map1->tile_map[0]->height; 1396 *dy = -map1->tile_map[TILE_NORTH]->height;
1422 } 1397 }
1423 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1398 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1424 { /* up left */ 1399 { /* up left */
1425 *dx = -map2->width; 1400 *dx = -map2->width;
1426 *dy = -map1->tile_map[0]->height; 1401 *dy = -map1->tile_map[TILE_NORTH]->height;
1427 } 1402 }
1428 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1403 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1429 { /* right up */ 1404 { /* right up */
1430 *dx = map1->width; 1405 *dx = +map1->width;
1431 *dy = -map2->height; 1406 *dy = -map2->height;
1432 } 1407 }
1433 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1408 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1434 { /* right down */ 1409 { /* right down */
1435 *dx = map1->width; 1410 *dx = +map1->width;
1436 *dy = map1->tile_map[1]->height; 1411 *dy = +map1->tile_map[TILE_EAST]->height;
1437 } 1412 }
1438 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1413 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1439 { /* down right */ 1414 { /* down right */
1440 *dx = map1->tile_map[2]->width; 1415 *dx = +map1->tile_map[TILE_SOUTH]->width;
1441 *dy = map1->height; 1416 *dy = +map1->height;
1442 } 1417 }
1443 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1418 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1444 { /* down left */ 1419 { /* down left */
1445 *dx = -map2->width; 1420 *dx = -map2->width;
1446 *dy = map1->height; 1421 *dy = +map1->height;
1447 } 1422 }
1448 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1423 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1449 { /* left up */ 1424 { /* left up */
1450 *dx = -map1->tile_map[3]->width; 1425 *dx = -map1->tile_map[TILE_WEST]->width;
1451 *dy = -map2->height; 1426 *dy = -map2->height;
1452 } 1427 }
1453 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1428 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1454 { /* left down */ 1429 { /* left down */
1455 *dx = -map1->tile_map[3]->width; 1430 *dx = -map1->tile_map[TILE_WEST]->width;
1456 *dy = map1->tile_map[3]->height; 1431 *dy = +map1->tile_map[TILE_WEST]->height;
1457 } 1432 }
1458 else 1433 else
1459 return 0; 1434 return 0;
1460 1435
1461 return 1; 1436 return 1;
1497 * 1472 *
1498 * currently, the only flag supported (0x1) is don't translate for 1473 * currently, the only flag supported (0x1) is don't translate for
1499 * closest body part of 'op1' 1474 * closest body part of 'op1'
1500 */ 1475 */
1501void 1476void
1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1477get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1503{ 1478{
1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1479 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1505 { 1480 {
1506 /* be conservative and fill in _some_ data */ 1481 /* be conservative and fill in _some_ data */
1507 retval->distance = 10000; 1482 retval->distance = 10000;
1508 retval->distance_x = 10000; 1483 retval->distance_x = 10000;
1509 retval->distance_y = 10000; 1484 retval->distance_y = 10000;
1510 retval->direction = 0; 1485 retval->direction = 0;
1511 retval->part = 0; 1486 retval->part = 0;
1512 } 1487 }
1513 else 1488 else
1514 { 1489 {
1515 object *best;
1516
1517 retval->distance_x += op2->x - op1->x; 1490 retval->distance_x += op2->x - op1->x;
1518 retval->distance_y += op2->y - op1->y; 1491 retval->distance_y += op2->y - op1->y;
1519 1492
1520 best = op1; 1493 object *best = op1;
1494
1521 /* If this is multipart, find the closest part now */ 1495 /* If this is multipart, find the closest part now */
1522 if (!(flags & 0x1) && op1->more) 1496 if (!(flags & 1) && op1->more)
1523 { 1497 {
1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1498 int best_distance = idistance (retval->distance_x, retval->distance_y);
1525 1499
1526 /* we just take the offset of the piece to head to figure 1500 /* we just take the offset of the piece to head to figure
1527 * distance instead of doing all that work above again 1501 * distance instead of doing all that work above again
1528 * since the distance fields we set above are positive in the 1502 * since the distance fields we set above are positive in the
1529 * same axis as is used for multipart objects, the simply arithmetic 1503 * same axis as is used for multipart objects, the simply arithmetic
1530 * below works. 1504 * below works.
1531 */ 1505 */
1532 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1506 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1533 { 1507 {
1534 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1508 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1535 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1509
1536 if (tmpi < best_distance) 1510 if (tmpi < best_distance)
1537 { 1511 {
1538 best_distance = tmpi; 1512 best_distance = tmpi;
1539 best = tmp; 1513 best = tmp;
1540 } 1514 }
1541 } 1515 }
1542 1516
1543 if (best != op1) 1517 if (best != op1)
1544 { 1518 {
1545 retval->distance_x += op1->x - best->x; 1519 retval->distance_x += op1->x - best->x;
1546 retval->distance_y += op1->y - best->y; 1520 retval->distance_y += op1->y - best->y;
1547 } 1521 }
1548 } 1522 }
1549 1523
1550 retval->part = best; 1524 retval->part = best;
1551 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1525 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1526 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1553 } 1527 }
1554} 1528}
1555 1529
1556/* this is basically the same as get_rangevector above, but instead of 1530/* this is basically the same as get_rangevector above, but instead of
1557 * the first parameter being an object, it instead is the map 1531 * the first parameter being an object, it instead is the map
1562 * be more consistant with the above function and also in case they are needed 1536 * be more consistant with the above function and also in case they are needed
1563 * for something in the future. Also, since no object is pasted, the best 1537 * for something in the future. Also, since no object is pasted, the best
1564 * field of the rv_vector is set to NULL. 1538 * field of the rv_vector is set to NULL.
1565 */ 1539 */
1566void 1540void
1567get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1541get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1568{ 1542{
1569 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1543 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1570 { 1544 {
1571 /* be conservative and fill in _some_ data */ 1545 /* be conservative and fill in _some_ data */
1572 retval->distance = 100000; 1546 retval->distance = 100000;
1573 retval->distance_x = 32767; 1547 retval->distance_x = 32767;
1574 retval->distance_y = 32767; 1548 retval->distance_y = 32767;
1575 retval->direction = 0; 1549 retval->direction = 0;
1576 retval->part = 0; 1550 retval->part = 0;
1577 } 1551 }
1578 else 1552 else
1579 { 1553 {
1580 retval->distance_x += op2->x - x; 1554 retval->distance_x += op2->x - x;
1581 retval->distance_y += op2->y - y; 1555 retval->distance_y += op2->y - y;
1582 1556
1583 retval->part = NULL; 1557 retval->part = 0;
1584 retval->distance = idistance (retval->distance_x, retval->distance_y); 1558 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1559 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1586 } 1560 }
1587} 1561}
1588 1562
1589/* Returns true of op1 and op2 are effectively on the same map 1563/* Returns true of op1 and op2 are effectively on the same map
1590 * (as related to map tiling). Note that this looks for a path from 1564 * (as related to map tiling). Note that this looks for a path from
1600 int dx, dy; 1574 int dx, dy;
1601 1575
1602 return adjacent_map (op1->map, op2->map, &dx, &dy); 1576 return adjacent_map (op1->map, op2->map, &dx, &dy);
1603} 1577}
1604 1578
1579//-GPL
1580
1605object * 1581object *
1606maptile::insert (object *op, int x, int y, object *originator, int flags) 1582maptile::insert (object *op, int x, int y, object *originator, int flags)
1607{ 1583{
1608 if (!op->flag [FLAG_REMOVED])
1609 op->remove ();
1610
1611 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1584 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1612} 1585}
1613 1586
1614region * 1587region *
1615maptile::region (int x, int y) const 1588maptile::region (int x, int y) const
1624 return default_region; 1597 return default_region;
1625 1598
1626 return ::region::default_region (); 1599 return ::region::default_region ();
1627} 1600}
1628 1601
1602//+GPL
1603
1629/* picks a random object from a style map. 1604/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */ 1605 */
1633object * 1606object *
1634maptile::pick_random_object () const 1607maptile::pick_random_object (rand_gen &gen) const
1635{ 1608{
1636 /* while returning a null object will result in a crash, that 1609 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because 1610 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash. 1611 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make 1612 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me. 1613 * any difference, but this seems clearer to me.
1641 */ 1614 */
1642 for (int i = 1000; --i;) 1615 for (int i = 1000; --i;)
1643 { 1616 {
1644 object *pick = at (rndm (width), rndm (height)).bot; 1617 object *pick = at (gen (width), gen (height)).bot;
1645 1618
1646 // do not prefer big monsters just because they are big. 1619 // must be head: do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick) 1620 if (pick && pick->is_head ())
1648 return pick->head_ (); 1621 return pick;
1649 } 1622 }
1650 1623
1651 // instead of crashing in the unlikely(?) case, try to return *something* 1624 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked"); 1625 return archetype::find (shstr_bug);
1653} 1626}
1654 1627
1628//-GPL
1629
1630void
1631maptile::play_sound (faceidx sound, int x, int y) const
1632{
1633 if (!sound)
1634 return;
1635
1636 for_all_players_on_map (pl, this)
1637 if (client *ns = pl->ns)
1638 {
1639 int dx = x - pl->ob->x;
1640 int dy = y - pl->ob->y;
1641
1642 int distance = idistance (dx, dy);
1643
1644 if (distance <= MAX_SOUND_DISTANCE)
1645 ns->play_sound (sound, dx, dy);
1646 }
1647}
1648
1649void
1650maptile::say_msg (const char *msg, int x, int y) const
1651{
1652 for_all_players (pl)
1653 if (client *ns = pl->ns)
1654 {
1655 int dx = x - pl->ob->x;
1656 int dy = y - pl->ob->y;
1657
1658 int distance = idistance (dx, dy);
1659
1660 if (distance <= MAX_SOUND_DISTANCE)
1661 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1662 }
1663}
1664
1665dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1666
1667static void
1668split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1669{
1670 // clip to map to the left
1671 if (x0 < 0)
1672 {
1673 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1674 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1675
1676 if (x1 < 0) // entirely to the left
1677 return;
1678
1679 x0 = 0;
1680 }
1681
1682 // clip to map to the right
1683 if (x1 > m->width)
1684 {
1685 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1686 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1687
1688 if (x0 > m->width) // entirely to the right
1689 return;
1690
1691 x1 = m->width;
1692 }
1693
1694 // clip to map above
1695 if (y0 < 0)
1696 {
1697 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1698 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1699
1700 if (y1 < 0) // entirely above
1701 return;
1702
1703 y0 = 0;
1704 }
1705
1706 // clip to map below
1707 if (y1 > m->height)
1708 {
1709 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1710 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1711
1712 if (y0 > m->height) // entirely below
1713 return;
1714
1715 y1 = m->height;
1716 }
1717
1718 // if we get here, the rect is within the current map
1719 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1720
1721 r->m = m;
1722 r->x0 = x0;
1723 r->y0 = y0;
1724 r->x1 = x1;
1725 r->y1 = y1;
1726 r->dx = dx;
1727 r->dy = dy;
1728}
1729
1730maprect *
1731maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1732{
1733 buf.clear ();
1734
1735 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1736
1737 // add end marker
1738 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1739 r->m = 0;
1740
1741 return (maprect *)buf.linearise ();
1742}
1743

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