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Comparing deliantra/server/common/map.C (file contents):
Revision 1.114 by root, Thu Jul 26 00:27:07 2007 UTC vs.
Revision 1.218 by root, Mon Oct 29 23:55:52 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 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
172 * 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 165 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
177 * 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.
178 * 169 *
179 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
191 * 182 *
192 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
193 * 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
194 * against the move_block values. 185 * against the move_block values.
195 */ 186 */
196int 187bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
198{ 189{
199 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
213 193
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 194 if (!pos.normalise ())
215 { 195 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 196
218 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 198
220 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 200 return 1;
222 201
223 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
224 203 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * 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.
228 */ 205 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 207 continue;
232 208
233 /* 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
234 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
235 */ 211 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
237 return P_NO_PASS; 213 return 1;
238 } 214 }
239 215
240 return 0; 216 return 0;
241} 217}
242 218
243/* When the map is loaded, load_object does not actually insert objects 219//-GPL
244 * into inventory, but just links them. What this does is go through
245 * and insert them properly.
246 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight.
248 */
249void
250fix_container (object *container)
251{
252 object *tmp = container->inv, *next;
253
254 container->inv = 0;
255 while (tmp)
256 {
257 next = tmp->below;
258 if (tmp->inv)
259 fix_container (tmp);
260
261 insert_ob_in_ob (tmp, container);
262 tmp = next;
263 }
264
265 /* sum_weight will go through and calculate what all the containers are
266 * carrying.
267 */
268 sum_weight (container);
269}
270 220
271void 221void
272maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
273{ 223{
274 if (!spaces) 224 if (!spaces)
276 226
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
280} 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
281 259
282/* 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
283 * 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
284 * 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
285 * they are saved). 263 * they are saved).
313 op = op->above; 291 op = op->above;
314 } 292 }
315 } 293 }
316} 294}
317 295
296//-GPL
297
318/* 298/*
319 * 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
320 * file pointer. 300 * file pointer.
321 */ 301 */
322bool 302bool
323maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
324{ 304{
325 for (;;) 305 for (;;)
326 { 306 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
328 308
329 switch (f.kw) 309 switch (f.kw)
330 { 310 {
331 case KW_arch: 311 case KW_arch:
332 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
333 { 313 {
314 // TODO: why?
334 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
335 sum_weight (op); 318 op->update_weight ();
319 }
336 320
337 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 }
338 } 344 }
339 345
340 continue; 346 continue;
341 347
342 case KW_EOF: 348 case KW_EOF:
355} 361}
356 362
357void 363void
358maptile::activate () 364maptile::activate ()
359{ 365{
360 active = true; 366 if (state != MAP_INACTIVE)
367 return;
361 368
362 if (spaces)
363 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
364 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
365 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
366} 376}
367 377
368void 378void
369maptile::deactivate () 379maptile::deactivate ()
370{ 380{
371 active = false; 381 if (state != MAP_ACTIVE)
382 return;
372 383
373 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
377} 389}
378 390
379bool 391bool
380maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
381{ 393{
387 if (!spaces) 399 if (!spaces)
388 return false; 400 return false;
389 401
390 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
391 { 403 {
392 int unique = 0; 404 bool unique = 0;
405
393 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
394 { 407 {
395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
396 unique = 1;
397 409
398 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
399 continue; 411 continue;
400 412
401 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
402 { 414 {
403 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
404 op->write (f); 416 op->write (f);
405 } 417 }
406 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
407 op->write (f); 419 op->write (f);
408 } 420 }
409 } 421 }
410 422
411 coroapi::cede_to_tick (); 423 coroapi::cede_to_tick ();
412 424
413 return true; 425 return true;
414} 426}
415 427
416bool 428bool
417maptile::_load_objects (const char *path, bool skip_header)
418{
419 object_thawer f (path);
420
421 if (!f)
422 return false;
423
424 f.next ();
425
426 if (skip_header)
427 for (;;)
428 {
429 keyword kw = f.kw;
430 f.skip ();
431 if (kw == KW_end)
432 break;
433 }
434
435 return _load_objects (f);
436}
437
438bool
439maptile::_save_objects (const char *path, int flags) 429maptile::_save_objects (const char *path, int flags)
440{ 430{
441 object_freezer freezer; 431 object_freezer freezer;
442 432
443 if (!_save_objects (freezer, flags)) 433 if (!_save_objects (freezer, flags))
444 return false; 434 return false;
445 435
446 return freezer.save (path); 436 return freezer.save (path);
447} 437}
448 438
449maptile::maptile () 439void
440maptile::init ()
450{ 441{
451 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
452 443
453 /* 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
454 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
455 */ 446 */
456 width = 16; 447 width = 16;
457 height = 16; 448 height = 16;
458 timeout = 300; 449 timeout = 300;
459 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
460 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
461}
462
463maptile::maptile (int w, int h)
464{
465 in_memory = MAP_SWAPPED;
466
467 width = w;
468 height = h;
469 reset_timeout = 0; 452 reset_timeout = 0;
470 timeout = 300;
471 enter_x = 0; 453 enter_x = 0;
472 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;
473 468
474 alloc (); 469 alloc ();
475} 470}
476 471
477/* 472/*
485 if (spaces) 480 if (spaces)
486 return; 481 return;
487 482
488 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
489} 484}
485
486//+GPL
490 487
491/* 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
492 * 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
493 * at a later date. 490 * at a later date.
494 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
546 *q = '\0'; 543 *q = '\0';
547 544
548 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
549 if (current_type) 546 if (current_type)
550 { 547 {
551 items[i].name = current_type->name; 548 items[i].name = current_type->name;
552 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
553 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
554 } 551 }
555 else 552 else
556 { /* oh uh, something's wrong, let's free up this one, and try 553 { /* oh uh, something's wrong, let's free up this one, and try
571 return items; 568 return items;
572} 569}
573 570
574/* 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
575 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
576static void 573static const char *
577print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
578{ 575{
579 int i; 576 static dynbuf_text buf; buf.clear ();
580 char tmp[MAX_BUF]; 577 bool first = true;
581 578
582 strcpy (output_string, "");
583 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
584 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
585 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
586 { 587 {
587 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
588 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);
589 else 590 else
590 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
591 } 592 }
592 else 593 else
593 { 594 {
594 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
595 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
596 else 597 else
597 sprintf (tmp, "*"); 598 buf.printf ("*");
598 } 599 }
599
600 strcat (output_string, tmp);
601 } 600 }
601
602 return buf;
602} 603}
604
605//-GPL
603 606
604/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
605 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
606 * 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
607 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
615bool 618bool
616maptile::_load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
617{ 620{
618 for (;;) 621 for (;;)
619 { 622 {
620 thawer.next ();
621
622 switch (thawer.kw) 623 switch (thawer.kw)
623 { 624 {
624 case KW_msg: 625 case KW_msg:
625 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
626 break; 627 break;
627 628
628 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
629 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
630 break; 631 break;
631 632
632 case KW_maplore: 633 case KW_maplore:
633 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
650 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
651 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
652 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
653 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
654 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
655 case KW_temp: thawer.get (temp); break;
656 case KW_pressure: thawer.get (pressure); break;
657 case KW_humid: thawer.get (humid); break;
658 case KW_windspeed: thawer.get (windspeed); break;
659 case KW_winddir: thawer.get (winddir); break;
660 case KW_sky: thawer.get (sky); break;
661 656
662 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
663 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
664 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;
665 661
666 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
668 664
669 // old names new names 665 // old names new names
670 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;
671 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;
675 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
676 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
677 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
678 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
679 675
680 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
681 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
682 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
683 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
684 682
685 case KW_ERROR: 683 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
687 break; 685 break;
688 686
689 case KW_end: 687 case KW_end:
688 thawer.next ();
690 return true; 689 return true;
691 690
692 default: 691 default:
693 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
694 return false; 693 return false;
695 break; 694 break;
696 } 695 }
696
697 thawer.next ();
697 } 698 }
698 699
699 abort (); 700 abort ();
700} 701}
701 702
702bool 703//+GPL
703maptile::_load_header (const char *path)
704{
705 object_thawer thawer (path);
706
707 if (!thawer)
708 return false;
709
710 return _load_header (thawer);
711}
712 704
713/****************************************************************************** 705/******************************************************************************
714 * This is the start of unique map handling code 706 * This is the start of unique map handling code
715 *****************************************************************************/ 707 *****************************************************************************/
716 708
723 int unique = 0; 715 int unique = 0;
724 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
725 { 717 {
726 object *above = op->above; 718 object *above = op->above;
727 719
728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
729 unique = 1; 721 unique = 1;
730 722
731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
732 {
733 op->destroy_inv (false);
734 op->destroy (); 724 op->destroy ();
735 }
736 725
737 op = above; 726 op = above;
738 } 727 }
739 } 728 }
740} 729}
741 730
731//-GPL
732
742bool 733bool
743maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
744{ 735{
745#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
746#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
747 738
748 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
749 740
750 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
751 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
752 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
753 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
754 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
756 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
757
758 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
759 750
760 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
761 {
762 char shop[MAX_BUF];
763 print_shop_string (this, shop);
764 MAP_OUT2 (shopitems, shop);
765 }
766
767 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
768 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
769 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
770 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
771 MAP_OUT (darkness); 756
772 MAP_OUT (width); 757 MAP_OUT (width);
773 MAP_OUT (height); 758 MAP_OUT (height);
774 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
775 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
776 761 MAP_OUT (darkness);
777 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
778 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
779
780 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
781 MAP_OUT (temp); 763
782 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
783 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
784 MAP_OUT (windspeed);
785 MAP_OUT (winddir);
786 MAP_OUT (sky);
787 766
788 MAP_OUT (per_player); 767 MAP_OUT (per_player);
789 MAP_OUT (per_party); 768 MAP_OUT (per_party);
790 769
791 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
792 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
793 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
794 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
795 776
796 freezer.put (this); 777 freezer.put (this);
797 freezer.put (KW_end); 778 freezer.put (KW(end));
798 779
799 return true; 780 return true;
800} 781}
801 782
802bool 783bool
808 return false; 789 return false;
809 790
810 return freezer.save (path); 791 return freezer.save (path);
811} 792}
812 793
794//+GPL
795
813/* 796/*
814 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
815 */ 798 */
816void 799void
817maptile::clear () 800maptile::clear ()
818{ 801{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
822 if (spaces) 802 if (spaces)
823 { 803 {
824 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
825 while (object *op = ms->bot) 805 while (object *op = ms->bot)
826 { 806 {
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
827 op = op->head_ (); 813 object *head = op->head_ ();
828 op->destroy_inv (false); 814 if (op == head)
829 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 }
830 } 821 }
831 822
832 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
833 } 824 }
834 825
835 if (buttons) 826 if (buttons)
836 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
837} 831}
838 832
839void 833void
840maptile::clear_header () 834maptile::clear_header ()
841{ 835{
843 msg = 0; 837 msg = 0;
844 maplore = 0; 838 maplore = 0;
845 shoprace = 0; 839 shoprace = 0;
846 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
847 841
848 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
849 tile_path [i] = 0; 843 tile_path [i] = 0;
850} 844}
851 845
852maptile::~maptile () 846maptile::~maptile ()
853{ 847{
860 /* 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
861 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
862 * 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
863 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
864 */ 858 */
865 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
866 if (tile_map[i] == m) 860 if (tile_map[i] == m)
867 tile_map[i] = 0; 861 tile_map[i] = 0;
868} 862}
869 863
870void 864void
874 868
875 clear (); 869 clear ();
876} 870}
877 871
878/* 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?
879void 874void
880maptile::do_decay_objects () 875maptile::do_decay_objects ()
881{ 876{
882 if (!spaces) 877 if (!spaces)
883 return; 878 return;
885 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
887 { 882 {
888 above = op->above; 883 above = op->above;
889 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
890 bool destroy = 0; 889 bool destroy = 0;
891 890
892 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
894 break; 893 || op->flag [FLAG_UNIQUE]
895 894 || op->flag [FLAG_OVERLAY_FLOOR]
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ()) 896 || op->is_alive ())
903 ; // do not decay 897 ; // do not decay
904 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
905 { 899 {
906 op->stats.dam--; 900 op->stats.dam--;
931 || mat & M_LIQUID 925 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
937 destroy = 1; 932 destroy = 1;
938 } 933 }
939 934
940 /* adjust overall chance below */ 935 /* adjust overall chance below */
941 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
942 op->destroy (); 937 op->destroy ();
943 }
944}
945
946/*
947 * Updates every button on the map (by calling update_button() for them).
948 */
949void
950maptile::update_buttons ()
951{
952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
953 for (objectlink *ol = obp->link; ol; ol = ol->next)
954 {
955 if (!ol->ob)
956 {
957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
960 }
961
962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963 {
964 update_button (ol->ob);
965 break;
966 }
967 } 938 }
968} 939}
969 940
970/* 941/*
971 * 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.
972 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
973 * 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.
974 * 945 *
975 * 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
976 * 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
977 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
978 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
979 */ 950 */
980int 951int
981maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
982{ 953{
983 long monster_cnt = 0; 954 long monster_cnt = 0;
985 sint64 total_exp = 0; 956 sint64 total_exp = 0;
986 957
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
989 { 960 {
990 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
991 { 962 {
992 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
993 monster_cnt++; 964 monster_cnt++;
994 } 965 }
995 966
996 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
997 { 968 {
998 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
999 970
1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1001 total_exp += at->stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1002
1003 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 }
1004 } 982 }
1005 } 983 }
1006 984
1007 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1008 986
1021 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1022 */ 1000 */
1023int 1001int
1024maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1025{ 1003{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 1004 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1030 return 0; 1006 return 0;
1031 1007
1032 /* inform all players on the map */ 1008 /* inform all players on the map */
1033 if (change > 0) 1009 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 1011 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 1013
1038 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1039 * we need to be extra careful about negative values.
1040 * In general, the checks below are only needed if change
1041 * is not +/-1
1042 */
1043 if (new_level < 0)
1044 darkness = 0;
1045 else if (new_level >= MAX_DARKNESS)
1046 darkness = MAX_DARKNESS;
1047 else
1048 darkness = new_level;
1049 1015
1050 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1052 return 1; 1019 return 1;
1053} 1020}
1054 1021
1055/* 1022/*
1056 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1059 * through, etc) 1026 * through, etc)
1060 */ 1027 */
1061void 1028void
1062mapspace::update_ () 1029mapspace::update_ ()
1063{ 1030{
1064 object *tmp, *last = 0; 1031 object *last = 0;
1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1066 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;
1067 1039
1068 //object *middle = 0; 1040 //object *middle = 0;
1069 //object *top = 0; 1041 //object *top = 0;
1070 //object *floor = 0; 1042 //object *floor = 0;
1071 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1072 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1073 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1074 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1075 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1077 { 1051 {
1078 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1079 * one). But if so, it shouldn't be a simple additive - 2
1080 * light bulbs do not illuminate twice as far as once since
1081 * it is a dissapation factor that is cubed.
1082 */
1083 if (tmp->glow_radius > light)
1084 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1085 1054
1086 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1090 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1091 * 1060 *
1092 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1093 */ 1062 */
1094 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1095 { 1064 {
1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1097 top = tmp; 1066 top = tmp;
1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1099 { 1068 {
1100 /* 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,
1101 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1102 */ 1071 */
1103 middle = 0; 1072 middle = 0;
1104 top = 0; 1073 top = 0;
1105 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1106 } 1077 }
1107 /* Flag anywhere have high priority */ 1078 else
1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1109 { 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;
1110 middle = tmp; 1097 middle = tmp;
1111 anywhere = 1; 1098 }
1112 } 1099 }
1113 /* Find the highest visible face around. If equal
1114 * visibilities, we still want the one nearer to the
1115 * top
1116 */
1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1118 middle = tmp;
1119 }
1120
1121 if (tmp == tmp->above)
1122 {
1123 LOG (llevError, "Error in structure of map\n");
1124 exit (-1);
1125 } 1100 }
1126 1101
1127 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1128 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1129 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1130 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1131 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1132 1107
1133 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1134 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1135 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1139 } 1112 }
1140 1113
1141 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);
1142 this->flags_ = flags; 1125 this->flags_ = flags;
1143 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1144 this->move_on = move_on; 1127 this->move_on = move_on;
1145 this->move_off = move_off; 1128 this->move_off = move_off;
1146 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
1147 1132
1148 /* 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),
1149 * 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
1150 * this point. 1135 * this point.
1151 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1166 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1167 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1168 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1169 */ 1154 */
1170 1155
1171 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1172 { 1157 {
1173 /* 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 */
1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1175 break; 1160 break;
1176 1161
1177 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1178 if (top && middle) 1163 if (top && middle)
1179 break; 1164 break;
1210 middle = 0; 1195 middle = 0;
1211 1196
1212 if (top == middle) 1197 if (top == middle)
1213 middle = 0; 1198 middle = 0;
1214 1199
1200 // set lower map transparent floor flag if applicable
1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 mapspace &ms = m->at (floor->x, floor->y);
1208 ms.update ();
1209
1210 if (object *floor2 = ms.faces_obj [2])
1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1212 {
1213 floor->set_anim_frame (1);
1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
1218
1219 ms.pflags |= PF_VIS_UP;
1220 }
1221 }
1222
1215#if 0 1223#if 0
1216 faces_obj [0] = top; 1224 faces_obj [0] = top;
1217 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1218 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1219#endif 1227#endif
1220} 1228}
1221 1229
1222uint64 1230void
1223mapspace::volume () const 1231mapspace::update_up ()
1224{ 1232{
1225 uint64 vol = 0; 1233 // invalidate up
1226 1234 if (!(pflags & PF_VIS_UP))
1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
1229
1230 return vol; 1235 return;
1231}
1232 1236
1233/* this updates the orig_map->tile_map[tile_num] value after finding 1237 pflags &= ~PF_VIS_UP;
1234 * the map. It also takes care of linking back the freshly found
1235 * maps tile_map values if it tiles back to this one. It returns
1236 * the value of orig_map->tile_map[tile_num].
1237 */
1238static inline maptile *
1239find_and_link (maptile *orig_map, int tile_num)
1240{
1241 maptile *mp = orig_map->tile_map [tile_num];
1242 1238
1243 if (!mp) 1239 if (bot)
1244 { 1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1245 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1241 m->at (bot->x, bot->y).invalidate ();
1242}
1246 1243
1247 if (!mp) 1244maptile *
1245maptile::tile_available (int dir, bool load)
1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1251 if (tile_path [dir])
1252 {
1253 // well, try to locate it then, if possible - maybe it's there already
1254 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1248 { 1257 {
1249 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1258 bool mismatch = false;
1250 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1259
1251 &orig_map->tile_path[tile_num], &orig_map->path); 1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1252 mp = new maptile (1, 1); 1261 if (width != m->width)
1253 mp->alloc (); 1262 mismatch = true;
1254 mp->in_memory = MAP_IN_MEMORY; 1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274 else if (0)//D
1275 {
1276 // as an optimisation, link us against the other map if the other map
1277 // has us as neighbour, which is very common, but not guaranteed.
1278 int dir2 = REVERSE_TILE_DIR (dir);
1279
1280 if (m->tile_path [dir2] == path)
1281 m->tile_map [dir2] = this;
1282 }
1283
1284
1285 return tile_map [dir] = m;
1255 } 1286 }
1256 } 1287 }
1257 1288
1258 int dest_tile = (tile_num + 2) % 4;
1259
1260 orig_map->tile_map [tile_num] = mp;
1261
1262 // optimisation: back-link map to origin map if euclidean
1263 //TODO: non-euclidean maps MUST GO
1264 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1265 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1266
1267 return mp; 1289 return 0;
1268}
1269
1270static inline void
1271load_and_link (maptile *orig_map, int tile_num)
1272{
1273 find_and_link (orig_map, tile_num)->load_sync ();
1274} 1290}
1275 1291
1276/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1277 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1278 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1291 if (!m) 1307 if (!m)
1292 return 0; 1308 return 0;
1293 1309
1294 if (x < 0) 1310 if (x < 0)
1295 { 1311 {
1296 if (!m->tile_path[3]) 1312 if (!m->tile_available (TILE_WEST))
1297 return 1; 1313 return 1;
1298 1314
1299 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1300 find_and_link (m, 3);
1301
1302 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1315 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1303 } 1316 }
1304 1317
1305 if (x >= m->width) 1318 if (x >= m->width)
1306 { 1319 {
1307 if (!m->tile_path[1]) 1320 if (!m->tile_available (TILE_EAST))
1308 return 1; 1321 return 1;
1309 1322
1310 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1311 find_and_link (m, 1);
1312
1313 return out_of_map (m->tile_map[1], x - m->width, y); 1323 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1314 } 1324 }
1315 1325
1316 if (y < 0) 1326 if (y < 0)
1317 { 1327 {
1318 if (!m->tile_path[0]) 1328 if (!m->tile_available (TILE_NORTH))
1319 return 1; 1329 return 1;
1320 1330
1321 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1322 find_and_link (m, 0);
1323
1324 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1331 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1325 } 1332 }
1326 1333
1327 if (y >= m->height) 1334 if (y >= m->height)
1328 { 1335 {
1329 if (!m->tile_path[2]) 1336 if (!m->tile_available (TILE_SOUTH))
1330 return 1; 1337 return 1;
1331 1338
1332 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1333 find_and_link (m, 2);
1334
1335 return out_of_map (m->tile_map[2], x, y - m->height); 1339 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1336 } 1340 }
1337 1341
1338 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1339 * map. 1343 * map.
1340 */ 1344 */
1352maptile * 1356maptile *
1353maptile::xy_find (sint16 &x, sint16 &y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1354{ 1358{
1355 if (x < 0) 1359 if (x < 0)
1356 { 1360 {
1357 if (!tile_path[3]) 1361 if (!tile_available (TILE_WEST))
1358 return 0; 1362 return 0;
1359 1363
1360 find_and_link (this, 3);
1361 x += tile_map[3]->width; 1364 x += tile_map [TILE_WEST]->width;
1362 return tile_map[3]->xy_find (x, y); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
1363 } 1366 }
1364 1367
1365 if (x >= width) 1368 if (x >= width)
1366 { 1369 {
1367 if (!tile_path[1]) 1370 if (!tile_available (TILE_EAST))
1368 return 0; 1371 return 0;
1369 1372
1370 find_and_link (this, 1);
1371 x -= width; 1373 x -= width;
1372 return tile_map[1]->xy_find (x, y); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
1373 } 1375 }
1374 1376
1375 if (y < 0) 1377 if (y < 0)
1376 { 1378 {
1377 if (!tile_path[0]) 1379 if (!tile_available (TILE_NORTH))
1378 return 0; 1380 return 0;
1379 1381
1380 find_and_link (this, 0);
1381 y += tile_map[0]->height; 1382 y += tile_map [TILE_NORTH]->height;
1382 return tile_map[0]->xy_find (x, y); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
1383 } 1384 }
1384 1385
1385 if (y >= height) 1386 if (y >= height)
1386 { 1387 {
1387 if (!tile_path[2]) 1388 if (!tile_available (TILE_SOUTH))
1388 return 0; 1389 return 0;
1389 1390
1390 find_and_link (this, 2);
1391 y -= height; 1391 y -= height;
1392 return tile_map[2]->xy_find (x, y); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
1393 } 1393 }
1394 1394
1395 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1396 * map. 1396 * map.
1397 */ 1397 */
1401/** 1401/**
1402 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
1403 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1404 */ 1404 */
1405int 1405int
1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1407{ 1407{
1408 if (!map1 || !map2) 1408 if (!map1 || !map2)
1409 return 0; 1409 return 0;
1410 1410
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1411 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!) 1412 //fix: compare paths instead (this is likely faster, too!)
1413 if (map1 == map2) 1413 if (map1 == map2)
1414 { 1414 {
1415 *dx = 0; 1415 *dx = 0;
1416 *dy = 0; 1416 *dy = 0;
1417 } 1417 }
1418 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
1419 { /* up */ 1419 {
1420 *dx = 0; 1420 *dx = 0;
1421 *dy = -map2->height; 1421 *dy = -map2->height;
1422 } 1422 }
1423 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_available (TILE_EAST , false) == map2)
1424 { /* right */ 1424 {
1425 *dx = map1->width; 1425 *dx = map1->width;
1426 *dy = 0; 1426 *dy = 0;
1427 } 1427 }
1428 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1429 { /* down */ 1429 {
1430 *dx = 0; 1430 *dx = 0;
1431 *dy = map1->height; 1431 *dy = map1->height;
1432 } 1432 }
1433 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_available (TILE_WEST , false) == map2)
1434 { /* left */ 1434 {
1435 *dx = -map2->width; 1435 *dx = -map2->width;
1436 *dy = 0; 1436 *dy = 0;
1437 } 1437 }
1438 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1439 { /* up right */ 1439 { /* up right */
1440 *dx = map1->tile_map[0]->width; 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
1441 *dy = -map1->tile_map[0]->height; 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
1442 } 1442 }
1443 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1444 { /* up left */ 1444 { /* up left */
1445 *dx = -map2->width; 1445 *dx = -map2->width;
1446 *dy = -map1->tile_map[0]->height; 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
1447 } 1447 }
1448 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1449 { /* right up */ 1449 { /* right up */
1450 *dx = map1->width; 1450 *dx = +map1->width;
1451 *dy = -map2->height; 1451 *dy = -map2->height;
1452 } 1452 }
1453 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1454 { /* right down */ 1454 { /* right down */
1455 *dx = map1->width; 1455 *dx = +map1->width;
1456 *dy = map1->tile_map[1]->height; 1456 *dy = +map1->tile_map[TILE_EAST]->height;
1457 } 1457 }
1458 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1459 { /* down right */ 1459 { /* down right */
1460 *dx = map1->tile_map[2]->width; 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
1461 *dy = map1->height; 1461 *dy = +map1->height;
1462 } 1462 }
1463 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1464 { /* down left */ 1464 { /* down left */
1465 *dx = -map2->width; 1465 *dx = -map2->width;
1466 *dy = map1->height; 1466 *dy = +map1->height;
1467 } 1467 }
1468 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1469 { /* left up */ 1469 { /* left up */
1470 *dx = -map1->tile_map[3]->width; 1470 *dx = -map1->tile_map[TILE_WEST]->width;
1471 *dy = -map2->height; 1471 *dy = -map2->height;
1472 } 1472 }
1473 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1474 { /* left down */ 1474 { /* left down */
1475 *dx = -map1->tile_map[3]->width; 1475 *dx = -map1->tile_map[TILE_WEST]->width;
1476 *dy = map1->tile_map[3]->height; 1476 *dy = +map1->tile_map[TILE_WEST]->height;
1477 } 1477 }
1478 else 1478 else
1479 return 0; 1479 return 0;
1480 1480
1481 return 1; 1481 return 1;
1504 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
1505 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1506 * can be negative. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1507 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1508 * monster that is closest. 1508 * monster that is closest.
1509 * 1509 *
1510 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1511 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1512 * We already trust that the caller has verified that the 1512 * We already trust that the caller has verified that the
1513 * two objects are at least on adjacent maps. If not, 1513 * two objects are at least on adjacent maps. If not,
1514 * results are not likely to be what is desired. 1514 * results are not likely to be what is desired.
1517 * 1517 *
1518 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
1519 * closest body part of 'op1' 1519 * closest body part of 'op1'
1520 */ 1520 */
1521void 1521void
1522get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1523{ 1523{
1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1525 { 1525 {
1526 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1527 retval->distance = 10000; 1527 retval->distance = 10000;
1528 retval->distance_x = 10000; 1528 retval->distance_x = 10000;
1529 retval->distance_y = 10000; 1529 retval->distance_y = 10000;
1530 retval->direction = 0; 1530 retval->direction = 0;
1531 retval->part = 0; 1531 retval->part = 0;
1532 } 1532 }
1533 else 1533 else
1534 { 1534 {
1535 object *best;
1536
1537 retval->distance_x += op2->x - op1->x; 1535 retval->distance_x += op2->x - op1->x;
1538 retval->distance_y += op2->y - op1->y; 1536 retval->distance_y += op2->y - op1->y;
1539 1537
1540 best = op1; 1538 object *best = op1;
1539
1541 /* If this is multipart, find the closest part now */ 1540 /* If this is multipart, find the closest part now */
1542 if (!(flags & 0x1) && op1->more) 1541 if (!(flags & 1) && op1->more)
1543 { 1542 {
1544 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1543 int best_distance = idistance (retval->distance_x, retval->distance_y);
1545 1544
1546 /* we just take the offset of the piece to head to figure 1545 /* we just take the offset of the piece to head to figure
1547 * distance instead of doing all that work above again 1546 * distance instead of doing all that work above again
1548 * since the distance fields we set above are positive in the 1547 * since the distance fields we set above are positive in the
1549 * same axis as is used for multipart objects, the simply arithmetic 1548 * same axis as is used for multipart objects, the simply arithmetic
1550 * below works. 1549 * below works.
1551 */ 1550 */
1552 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1551 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1553 { 1552 {
1554 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1553 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1555 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1554
1556 if (tmpi < best_distance) 1555 if (tmpi < best_distance)
1557 { 1556 {
1558 best_distance = tmpi; 1557 best_distance = tmpi;
1559 best = tmp; 1558 best = tmp;
1560 } 1559 }
1561 } 1560 }
1562 1561
1563 if (best != op1) 1562 if (best != op1)
1564 { 1563 {
1565 retval->distance_x += op1->x - best->x; 1564 retval->distance_x += op1->x - best->x;
1566 retval->distance_y += op1->y - best->y; 1565 retval->distance_y += op1->y - best->y;
1567 } 1566 }
1568 } 1567 }
1569 1568
1570 retval->part = best; 1569 retval->part = best;
1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1570 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1572 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1573 } 1572 }
1574} 1573}
1575 1574
1576/* this is basically the same as get_rangevector above, but instead of 1575/* this is basically the same as get_rangevector above, but instead of
1577 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1582 * be more consistant with the above function and also in case they are needed 1581 * be more consistant with the above function and also in case they are needed
1583 * for something in the future. Also, since no object is pasted, the best 1582 * for something in the future. Also, since no object is pasted, the best
1584 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
1585 */ 1584 */
1586void 1585void
1587get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1586get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1588{ 1587{
1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1588 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1590 { 1589 {
1591 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
1592 retval->distance = 100000; 1591 retval->distance = 100000;
1593 retval->distance_x = 32767; 1592 retval->distance_x = 32767;
1594 retval->distance_y = 32767; 1593 retval->distance_y = 32767;
1595 retval->direction = 0; 1594 retval->direction = 0;
1596 retval->part = 0; 1595 retval->part = 0;
1597 } 1596 }
1598 else 1597 else
1599 { 1598 {
1600 retval->distance_x += op2->x - x; 1599 retval->distance_x += op2->x - x;
1601 retval->distance_y += op2->y - y; 1600 retval->distance_y += op2->y - y;
1602 1601
1603 retval->part = NULL; 1602 retval->part = 0;
1604 retval->distance = idistance (retval->distance_x, retval->distance_y); 1603 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1604 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1606 } 1605 }
1607} 1606}
1608 1607
1609/* Returns true of op1 and op2 are effectively on the same map 1608/* Returns true of op1 and op2 are effectively on the same map
1610 * (as related to map tiling). Note that this looks for a path from 1609 * (as related to map tiling). Note that this looks for a path from
1620 int dx, dy; 1619 int dx, dy;
1621 1620
1622 return adjacent_map (op1->map, op2->map, &dx, &dy); 1621 return adjacent_map (op1->map, op2->map, &dx, &dy);
1623} 1622}
1624 1623
1624//-GPL
1625
1625object * 1626object *
1626maptile::insert (object *op, int x, int y, object *originator, int flags) 1627maptile::insert (object *op, int x, int y, object *originator, int flags)
1627{ 1628{
1628 if (!op->flag [FLAG_REMOVED])
1629 op->remove ();
1630
1631 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1629 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1632} 1630}
1633 1631
1634region * 1632region *
1635maptile::region (int x, int y) const 1633maptile::region (int x, int y) const
1644 return default_region; 1642 return default_region;
1645 1643
1646 return ::region::default_region (); 1644 return ::region::default_region ();
1647} 1645}
1648 1646
1647//+GPL
1648
1649/* picks a random object from a style map. 1649/* picks a random object from a style map.
1650 * Redone by MSW so it should be faster and not use static
1651 * variables to generate tables.
1652 */ 1650 */
1653object * 1651object *
1654maptile::pick_random_object () const 1652maptile::pick_random_object (rand_gen &gen) const
1655{ 1653{
1656 /* while returning a null object will result in a crash, that 1654 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because 1655 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash. 1656 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make 1657 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me. 1658 * any difference, but this seems clearer to me.
1661 */ 1659 */
1662 for (int i = 1000; --i;) 1660 for (int i = 1000; --i;)
1663 { 1661 {
1664 object *pick = at (rndm (width), rndm (height)).bot; 1662 object *pick = at (gen (width), gen (height)).bot;
1665 1663
1666 // do not prefer big monsters just because they are big. 1664 // must be head: do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick) 1665 if (pick && pick->is_head ())
1668 return pick->head_ (); 1666 return pick;
1669 } 1667 }
1670 1668
1671 // instead of crashing in the unlikely(?) case, try to return *something* 1669 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked"); 1670 return archetype::find (shstr_bug);
1673} 1671}
1674 1672
1675/** 1673//-GPL
1676 * Maximum distance a player may hear a sound from.
1677 * This is only used for new client/server sound. If the sound source
1678 * on the map is farther away than this, we don't sent it to the client.
1679 */
1680#define MAX_SOUND_DISTANCE 10
1681 1674
1682void 1675void
1683maptile::play_sound (faceidx sound, int x, int y) const 1676maptile::play_sound (faceidx sound, int x, int y) const
1684{ 1677{
1685 if (!sound) 1678 if (!sound)
1686 return; 1679 return;
1687 1680
1681 for_all_players_on_map (pl, this)
1682 if (client *ns = pl->ns)
1683 {
1684 int dx = x - pl->ob->x;
1685 int dy = y - pl->ob->y;
1686
1687 int distance = idistance (dx, dy);
1688
1689 if (distance <= MAX_SOUND_DISTANCE)
1690 ns->play_sound (sound, dx, dy);
1691 }
1692}
1693
1694void
1695maptile::say_msg (const char *msg, int x, int y) const
1696{
1688 for_all_players (pl) 1697 for_all_players (pl)
1689 if (pl->ob->map == this)
1690 if (client *ns = pl->ns) 1698 if (client *ns = pl->ns)
1691 { 1699 {
1692 int dx = x - pl->ob->x; 1700 int dx = x - pl->ob->x;
1693 int dy = y - pl->ob->y; 1701 int dy = y - pl->ob->y;
1694 1702
1695 int distance = idistance (dx, dy); 1703 int distance = idistance (dx, dy);
1696 1704
1697 if (distance <= MAX_SOUND_DISTANCE) 1705 if (distance <= MAX_SOUND_DISTANCE)
1698 ns->play_sound (sound, dx, dy); 1706 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1699 } 1707 }
1700} 1708}
1701 1709
1710dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1711
1712static void
1713split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1714{
1715 // clip to map to the left
1716 if (x0 < 0)
1717 {
1718 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1719 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1720
1721 if (x1 < 0) // entirely to the left
1722 return;
1723
1724 x0 = 0;
1725 }
1726
1727 // clip to map to the right
1728 if (x1 > m->width)
1729 {
1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1731 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1732
1733 if (x0 >= m->width) // entirely to the right
1734 return;
1735
1736 x1 = m->width;
1737 }
1738
1739 // clip to map to the north
1740 if (y0 < 0)
1741 {
1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1743 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1744
1745 if (y1 < 0) // entirely to the north
1746 return;
1747
1748 y0 = 0;
1749 }
1750
1751 // clip to map to the south
1752 if (y1 > m->height)
1753 {
1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1755 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1756
1757 if (y0 >= m->height) // entirely to the south
1758 return;
1759
1760 y1 = m->height;
1761 }
1762
1763 // if we get here, the rect is within the current map
1764 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1765
1766 r->m = m;
1767 r->x0 = x0;
1768 r->y0 = y0;
1769 r->x1 = x1;
1770 r->y1 = y1;
1771 r->dx = dx;
1772 r->dy = dy;
1773}
1774
1775maprect *
1776maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1777{
1778 buf.clear ();
1779
1780 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1781
1782 // add end marker
1783 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1784 r->m = 0;
1785
1786 return (maprect *)buf.linearise ();
1787}
1788

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