ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.87 by root, Thu Feb 15 21:07:48 2007 UTC vs.
Revision 1.220 by root, Sun Jan 29 02:47:04 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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
125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
126} 60}
127 61
128/* 62/*
129 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
130 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
131 * multipart monsters - if we want to see if a 2x2 monster 65 * multipart monsters - if we want to see if a 2x2 monster
132 * can move 1 space to the left, we don't want its own area 66 * can move 1 space to the left, we don't want its own area
133 * to block it from moving there. 67 * to block it from moving there.
134 * Returns TRUE if the space is blocked by something other than the 68 * Returns TRUE if the space is blocked by something other than the
135 * monster. 69 * monster.
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
167 return 0; 96 return 0;
168 97
169 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
175 */ 104 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 106 return 0;
178 107
179 if (ob->head != NULL)
180 ob = ob->head; 108 ob = ob->head_ ();
181 109
182 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
186 */ 114 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
188 { 116 {
189 117 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 118 {
193 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
195 * pass through this space. 121 return 1;
196 */ 122 else
197 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
198 { 126 {
199 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
200 return 1; 131 return 1;
201 else 132 }
202 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
203 } 142 }
204 else 143 else
205 { 144 return 1; // unconditional block
206 /* In this case, the player must not have the object - 145
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 146 } else {
216 { 147 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 149 // blocks anything
219 * movement, can't move here. 150
220 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 152 && tmp->type != DOOR
222 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 154 return 1;
228 } 155 }
229
230 } 156 }
157
231 return 0; 158 return 0;
232} 159}
233 160
234/* 161/*
235 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
240 * 167 *
241 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
242 * 169 *
243 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
255 * 182 *
256 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
258 * against the move_block values. 185 * against the move_block values.
259 */ 186 */
260int 187bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
262{ 189{
263 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
277 193
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
279 { 195 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 196
282 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 198
284 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 200 return 1;
286 201
287 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
288 203 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 205 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 207 continue;
296 208
297 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
299 */ 211 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
301 return P_NO_PASS; 213 return 1;
302 } 214 }
303 215
304 return 0; 216 return 0;
305} 217}
306 218
307/* When the map is loaded, load_object does not actually insert objects 219//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 220
335void 221void
336maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
337{ 223{
338 if (!spaces) 224 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
344} 230}
345 231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
259
346/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 264 */
352void 265void
353maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
354{ 267{
355 if (!spaces) 268 if (!spaces)
356 return; 269 return;
357 270
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
360 { 275 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 278 {
375 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
376 281
377 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
392 } 289 }
290 else
291 op = op->above;
393 } 292 }
394
395 tmp = above;
396 } 293 }
397} 294}
295
296//-GPL
398 297
399/* 298/*
400 * 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
401 * file pointer. 300 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 301 */
404bool 302bool
405maptile::_load_objects (object_thawer &thawer) 303maptile::_load_objects (object_thawer &f)
406{ 304{
407 int unique; 305 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 306 {
415 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 308
417 * or editor will not be able to do anything with it either. 309 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 310 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
422 continue; 346 continue;
423 }
424 347
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 348 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
438 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
439 break; 354 break;
440 } 355 }
441 356
442 op = object::create (); 357 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 358 }
463#endif
464 359
465 return true; 360 return true;
466} 361}
467 362
468void 363void
469maptile::activate () 364maptile::activate ()
470{ 365{
471 if (!spaces) 366 if (state != MAP_INACTIVE)
472 return; 367 return;
473 368
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
477} 376}
478 377
479void 378void
480maptile::deactivate () 379maptile::deactivate ()
481{ 380{
482 if (!spaces) 381 if (state != MAP_ACTIVE)
483 return; 382 return;
484 383
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
488} 389}
489 390
490bool 391bool
491maptile::_save_objects (object_freezer &freezer, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
492{ 393{
493 static int cede_count = 0; 394 coroapi::cede_to_tick ();
494 395
495 if (flags & IO_HEADER) 396 if (flags & IO_HEADER)
496 _save_header (freezer); 397 _save_header (f);
497 398
498 if (!spaces) 399 if (!spaces)
499 return false; 400 return false;
500 401
501 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
502 { 403 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 404 bool unique = 0;
405
512 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
513 { 407 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 409
520 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
521 continue; 411 continue;
522 412
523 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 414 {
525 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 416 op->write (f);
527 } 417 }
528 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 419 op->write (f);
530 } 420 }
531 } 421 }
532 422
423 coroapi::cede_to_tick ();
424
533 return true; 425 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 if (thawer.kw == KW_end)
548 break;
549
550 thawer.skip_kv ();
551 }
552
553 return _load_objects (thawer);
554} 426}
555 427
556bool 428bool
557maptile::_save_objects (const char *path, int flags) 429maptile::_save_objects (const char *path, int flags)
558{ 430{
562 return false; 434 return false;
563 435
564 return freezer.save (path); 436 return freezer.save (path);
565} 437}
566 438
567maptile::maptile () 439void
440maptile::init ()
568{ 441{
569 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
570 443
571 /* 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
572 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
573 */ 446 */
574 width = 16; 447 width = 16;
575 height = 16; 448 height = 16;
576 timeout = 300; 449 timeout = 300;
577 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
578 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
579}
580
581maptile::maptile (int w, int h)
582{
583 in_memory = MAP_SWAPPED;
584
585 width = w;
586 height = h;
587 reset_timeout = 0; 452 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0; 453 enter_x = 0;
590 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;
591 468
592 alloc (); 469 alloc ();
593} 470}
594 471
595/* 472/*
604 return; 481 return;
605 482
606 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
607} 484}
608 485
486//+GPL
487
609/* 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
610 * 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
611 * at a later date. 490 * at a later date.
612 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
613 */ 492 */
614static shopitems * 493static shopitems *
615parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
664 *q = '\0'; 543 *q = '\0';
665 544
666 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
667 if (current_type) 546 if (current_type)
668 { 547 {
669 items[i].name = current_type->name; 548 items[i].name = current_type->name;
670 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
672 } 551 }
673 else 552 else
674 { /* 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
675 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
676 */ 555 */
677 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
678 } 557 }
679 } 558 }
680 559
689 return items; 568 return items;
690} 569}
691 570
692/* 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
693 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
694static void 573static const char *
695print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
696{ 575{
697 int i; 576 static dynbuf_text buf; buf.clear ();
698 char tmp[MAX_BUF]; 577 bool first = true;
699 578
700 strcpy (output_string, "");
701 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
702 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
703 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
704 { 587 {
705 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
706 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);
707 else 590 else
708 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
709 } 592 }
710 else 593 else
711 { 594 {
712 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
713 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
714 else 597 else
715 sprintf (tmp, "*"); 598 buf.printf ("*");
716 } 599 }
717
718 strcat (output_string, tmp);
719 } 600 }
601
602 return buf;
720} 603}
604
605//-GPL
721 606
722/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
723 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
724 * 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
725 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
733bool 618bool
734maptile::_load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
735{ 620{
736 for (;;) 621 for (;;)
737 { 622 {
738 keyword kw = thawer.get_kv ();
739
740 switch (kw) 623 switch (thawer.kw)
741 { 624 {
742 case KW_msg: 625 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
744 break; 627 break;
745 628
746 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
747 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
748 break; 631 break;
749 632
750 case KW_maplore: 633 case KW_maplore:
751 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
768 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
769 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
770 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
771 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
772 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
773 case KW_temp: thawer.get (temp); break;
774 case KW_pressure: thawer.get (pressure); break;
775 case KW_humid: thawer.get (humid); break;
776 case KW_windspeed: thawer.get (windspeed); break;
777 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break;
779 656
780 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
781 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;
782 661
783 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 664
786 // old names new names 665 // old names new names
787 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;
788 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;
792 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
793 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;
794 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
795 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;
796 675
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
800 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;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
801 686
802 case KW_end: 687 case KW_end:
688 thawer.next ();
803 return true; 689 return true;
804 690
805 default: 691 default:
806 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
807 return false; 693 return false;
808 break; 694 break;
809 } 695 }
696
697 thawer.next ();
810 } 698 }
811 699
812 abort (); 700 abort ();
813} 701}
814 702
815bool 703//+GPL
816maptile::_load_header (const char *path)
817{
818 object_thawer thawer (path);
819
820 if (!thawer)
821 return false;
822
823 return _load_header (thawer);
824}
825 704
826/****************************************************************************** 705/******************************************************************************
827 * This is the start of unique map handling code 706 * This is the start of unique map handling code
828 *****************************************************************************/ 707 *****************************************************************************/
829 708
836 int unique = 0; 715 int unique = 0;
837 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
838 { 717 {
839 object *above = op->above; 718 object *above = op->above;
840 719
841 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
842 unique = 1; 721 unique = 1;
843 722
844 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
845 {
846 op->destroy_inv (false);
847 op->destroy (); 724 op->destroy ();
848 }
849 725
850 op = above; 726 op = above;
851 } 727 }
852 } 728 }
853} 729}
854 730
731//-GPL
732
855bool 733bool
856maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
857{ 735{
858#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
859#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
860 738
861 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
862 740
863 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
864 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
865 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
866 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
867 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
868 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
869
870 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
871 750
872 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
873 {
874 char shop[MAX_BUF];
875 print_shop_string (this, shop);
876 MAP_OUT2 (shopitems, shop);
877 }
878
879 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
880 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
881 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
882 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
883 MAP_OUT (darkness); 756
884 MAP_OUT (width); 757 MAP_OUT (width);
885 MAP_OUT (height); 758 MAP_OUT (height);
886 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
887 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
888 761 MAP_OUT (darkness);
889 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
890 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
891
892 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
893 MAP_OUT (temp); 763
894 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
895 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
896 MAP_OUT (windspeed);
897 MAP_OUT (winddir);
898 MAP_OUT (sky);
899 766
900 MAP_OUT (per_player); 767 MAP_OUT (per_player);
901 MAP_OUT (per_party); 768 MAP_OUT (per_party);
902 769
903 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]);
904 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 ]);
905 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]);
906 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 ]);
907 776
908 freezer.put (this); 777 freezer.put (this);
909 freezer.put (KW_end); 778 freezer.put (KW(end));
910 779
911 return true; 780 return true;
912} 781}
913 782
914bool 783bool
920 return false; 789 return false;
921 790
922 return freezer.save (path); 791 return freezer.save (path);
923} 792}
924 793
794//+GPL
795
925/* 796/*
926 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
927 */ 798 */
928void 799void
929maptile::clear () 800maptile::clear ()
930{ 801{
931 sfree (regions, size ()), regions = 0;
932 free (regionmap), regionmap = 0;
933
934 if (spaces) 802 if (spaces)
935 { 803 {
936 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 while (object *op = ms->bot) 805 while (object *op = ms->bot)
938 { 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
813 object *head = op->head_ ();
939 if (op->head) 814 if (op == head)
940 op = op->head;
941
942 op->destroy_inv (false);
943 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 }
944 } 821 }
945 822
946 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
947 } 824 }
948 825
949 if (buttons) 826 if (buttons)
950 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
951} 831}
952 832
953void 833void
954maptile::clear_header () 834maptile::clear_header ()
955{ 835{
957 msg = 0; 837 msg = 0;
958 maplore = 0; 838 maplore = 0;
959 shoprace = 0; 839 shoprace = 0;
960 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
961 841
962 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
963 tile_path [i] = 0; 843 tile_path [i] = 0;
964} 844}
965 845
966maptile::~maptile () 846maptile::~maptile ()
967{ 847{
974 /* 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
975 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
976 * 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
977 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
978 */ 858 */
979 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
980 if (tile_map[i] == m) 860 if (tile_map[i] == m)
981 tile_map[i] = 0; 861 tile_map[i] = 0;
982} 862}
983 863
984void 864void
987 attachable::do_destroy (); 867 attachable::do_destroy ();
988 868
989 clear (); 869 clear ();
990} 870}
991 871
992/* 872/* decay and destroy perishable items in a map */
993 * Updates every button on the map (by calling update_button() for them). 873// TODO: should be done regularly, not on map load?
994 */
995void 874void
996maptile::update_buttons () 875maptile::do_decay_objects ()
997{ 876{
998 for (oblinkpt *obp = buttons; obp; obp = obp->next) 877 if (!spaces)
999 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)
1000 { 882 {
1001 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 ())
1002 { 899 {
1003 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 900 op->stats.dam--;
1004 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)
1005 continue; 902 destroy = 1;
1006 } 903 }
1007 904 else if (op->is_armor ())
1008 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1009 { 905 {
1010 update_button (ol->ob); 906 op->stats.ac--;
1011 break; 907 if (op->stats.ac < 0)
908 destroy = 1;
1012 } 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 ();
1013 } 938 }
1014} 939}
1015 940
1016/* 941/*
1017 * 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.
1018 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1019 * 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.
1020 * 945 *
1021 * 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
1022 * 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
1023 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1024 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1025 */ 950 */
1026int 951int
1027maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1028{ 953{
1029 long monster_cnt = 0; 954 long monster_cnt = 0;
1031 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1032 957
1033 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1034 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
1035 { 960 {
1036 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1037 { 962 {
1038 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1039 monster_cnt++; 964 monster_cnt++;
1040 } 965 }
1041 966
1042 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1043 { 968 {
1044 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1045 970
1046 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1047 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1048
1049 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 }
1050 } 982 }
1051 } 983 }
1052 984
1053 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1054 986
1067 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1068 */ 1000 */
1069int 1001int
1070maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1071{ 1003{
1072 int new_level = darkness + change;
1073
1074 /* Nothing to do */ 1004 /* Nothing to do */
1075 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1076 return 0; 1006 return 0;
1077 1007
1078 /* inform all players on the map */ 1008 /* inform all players on the map */
1079 if (change > 0) 1009 if (change > 0)
1080 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1081 else 1011 else
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1083 1013
1084 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1085 * we need to be extra careful about negative values.
1086 * In general, the checks below are only needed if change
1087 * is not +/-1
1088 */
1089 if (new_level < 0)
1090 darkness = 0;
1091 else if (new_level >= MAX_DARKNESS)
1092 darkness = MAX_DARKNESS;
1093 else
1094 darkness = new_level;
1095 1015
1096 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1097 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1098 return 1; 1019 return 1;
1099} 1020}
1100 1021
1101/* 1022/*
1102 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1103 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1104 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1105 * through, etc) 1026 * through, etc)
1106 */ 1027 */
1107void 1028void
1108mapspace::update_ () 1029mapspace::update_ ()
1109{ 1030{
1110 object *tmp, *last = 0; 1031 object *last = 0;
1111 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1112 facetile *top, *floor, *middle; 1033 sint8 light = 0;
1113 object *top_obj, *floor_obj, *middle_obj;
1114 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;
1115 1039
1116 middle = blank_face; 1040 //object *middle = 0;
1117 top = blank_face; 1041 //object *top = 0;
1118 floor = blank_face; 1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above
1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1119 1047
1120 middle_obj = 0; 1048 object::flags_t allflags; // all flags of all objects or'ed together
1121 top_obj = 0;
1122 floor_obj = 0;
1123 1049
1124 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1125 { 1051 {
1126 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1127 * one). But if so, it shouldn't be a simple additive - 2
1128 * light bulbs do not illuminate twice as far as once since
1129 * it is a dissapation factor that is cubed.
1130 */
1131 if (tmp->glow_radius > light)
1132 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1133 1054
1134 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1135 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1136 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1137 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1138 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1139 * 1060 *
1140 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1141 */ 1062 */
1142 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1143 { 1064 {
1144 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1145 {
1146 top = tmp->face;
1147 top_obj = tmp; 1066 top = tmp;
1148 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 { 1068 {
1151 /* 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,
1152 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1153 */ 1071 */
1154 middle = blank_face; 1072 middle = 0;
1155 top = blank_face; 1073 top = 0;
1156 floor = tmp->face;
1157 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1158 } 1077 }
1159 /* Flag anywhere have high priority */ 1078 else
1160 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1161 { 1079 {
1162 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1163 1085
1164 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1165 anywhere = 1; 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;
1097 middle = tmp;
1098 }
1166 } 1099 }
1167 /* Find the highest visible face around. If equal
1168 * visibilities, we still want the one nearer to the
1169 * top
1170 */
1171 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1172 {
1173 middle = tmp->face;
1174 middle_obj = tmp;
1175 }
1176 }
1177
1178 if (tmp == tmp->above)
1179 {
1180 LOG (llevError, "Error in structure of map\n");
1181 exit (-1);
1182 } 1100 }
1183 1101
1184 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1185 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1186 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1187 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1188 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1189 1107
1190 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1191 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1192 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1193 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1194 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1195 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1196 } 1112 }
1197 1113
1198 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);
1199 this->flags_ = flags; 1125 this->flags_ = flags;
1200 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1201 this->move_on = move_on; 1127 this->move_on = move_on;
1202 this->move_off = move_off; 1128 this->move_off = move_off;
1203 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
1204 1132
1205 /* 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),
1206 * 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
1207 * this point. 1135 * this point.
1208 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1209 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1210 * 1138 *
1211 * We now need to fill in top.face and/or middle.face. 1139 * We now need to fill in top.face and/or middle.face.
1212 */ 1140 */
1213 1141
1214 /* If the top face also happens to be high visibility, re-do our 1142 /* If the top face also happens to be high visibility, re-do our
1215 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1216 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1217 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1218 */ 1146 */
1219 if (top == middle) 1147 if (top == middle)
1220 middle = blank_face; 1148 middle = 0;
1221 1149
1222 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1223 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1224 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1225 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1226 */ 1154 */
1227 1155
1228 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1229 { 1157 {
1230 /* 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 */
1231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1232 break; 1160 break;
1233 1161
1234 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1235 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
1236 break; 1164 break;
1237 1165
1238 /* Only show visible faces */ 1166 /* Only show visible faces */
1239 if (!tmp->invisible) 1167 if (!tmp->invisible)
1240 { 1168 {
1241 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1242 if (top == blank_face) 1170 if (!top)
1243 { 1171 {
1244 top = tmp->face;
1245 top_obj = tmp; 1172 top = tmp;
1246 if (top == middle) 1173 if (top == middle)
1247 middle = blank_face; 1174 middle = 0;
1248 } 1175 }
1249 else 1176 else
1250 { 1177 {
1251 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1252 * middle is not set 1179 * middle is not set
1253 * 1180 *
1254 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1255 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1256 * 1183 *
1257 */ 1184 */
1258 if (tmp->face != top) 1185 if (tmp != top)
1259 { 1186 {
1260 middle = tmp->face;
1261 middle_obj = tmp; 1187 middle = tmp;
1262 break; 1188 break;
1263 } 1189 }
1264 } 1190 }
1265 } 1191 }
1266 } 1192 }
1267 1193
1268 if (middle == floor) 1194 if (middle == floor)
1269 middle = blank_face; 1195 middle = 0;
1270 1196
1271 if (top == middle) 1197 if (top == middle)
1272 middle = blank_face; 1198 middle = 0;
1273 1199
1274 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1200 // set lower map transparent floor flag if applicable
1275 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1276 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1277}
1278
1279uint64
1280mapspace::volume () const
1281{
1282 uint64 vol = 0;
1283
1284 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1285 vol += op->volume ();
1286
1287 return vol;
1288}
1289
1290/* this updates the orig_map->tile_map[tile_num] value after finding
1291 * the map. It also takes care of linking back the freshly found
1292 * maps tile_map values if it tiles back to this one. It returns
1293 * the value of orig_map->tile_map[tile_num].
1294 */
1295static inline maptile *
1296find_and_link (maptile *orig_map, int tile_num)
1297{
1298 maptile *mp = orig_map->tile_map [tile_num];
1299
1300 if (!mp)
1301 { 1202 {
1302 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1203 floor->set_anim_frame (0);
1303 1204
1304 if (!mp) 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1305 { 1206 {
1306 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1207 mapspace &ms = m->at (floor->x, floor->y);
1307 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1208 ms.update ();
1308 &orig_map->tile_path[tile_num], &orig_map->path); 1209
1309 mp = new maptile (1, 1); 1210 if (object *floor2 = ms.faces_obj [2])
1310 mp->alloc (); 1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1311 mp->in_memory = MAP_IN_MEMORY; 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;
1312 } 1220 }
1313 } 1221 }
1314 1222
1315 int dest_tile = (tile_num + 2) % 4; 1223#if 0
1224 faces_obj [0] = top;
1225 faces_obj [1] = middle;
1226 faces_obj [2] = floor;
1227#endif
1228}
1316 1229
1317 orig_map->tile_map [tile_num] = mp; 1230void
1231mapspace::update_up ()
1232{
1233 // invalidate up
1234 if (!(pflags & PF_VIS_UP))
1235 return;
1318 1236
1319 // optimisation: back-link map to origin map if euclidean 1237 pflags &= ~PF_VIS_UP;
1320 //TODO: non-euclidean maps MUST GO
1321 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1322 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1323 1238
1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
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))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
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;
1286 }
1287 }
1288
1324 return mp; 1289 return 0;
1325}
1326
1327static inline void
1328load_and_link (maptile *orig_map, int tile_num)
1329{
1330 find_and_link (orig_map, tile_num)->load_sync ();
1331} 1290}
1332 1291
1333/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1334 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1335 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1336 * This is the function should always be used when it 1295 * This is the function should always be used when it
1337 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
1338 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
1339 * tiled maps. 1298 * tiled maps.
1340 */ 1299 */
1341int 1300int
1342out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
1343{ 1302{
1348 if (!m) 1307 if (!m)
1349 return 0; 1308 return 0;
1350 1309
1351 if (x < 0) 1310 if (x < 0)
1352 { 1311 {
1353 if (!m->tile_path[3]) 1312 if (!m->tile_available (TILE_WEST))
1354 return 1; 1313 return 1;
1355 1314
1356 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1357 find_and_link (m, 3);
1358
1359 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);
1360 } 1316 }
1361 1317
1362 if (x >= m->width) 1318 if (x >= m->width)
1363 { 1319 {
1364 if (!m->tile_path[1]) 1320 if (!m->tile_available (TILE_EAST))
1365 return 1; 1321 return 1;
1366 1322
1367 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1368 find_and_link (m, 1);
1369
1370 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);
1371 } 1324 }
1372 1325
1373 if (y < 0) 1326 if (y < 0)
1374 { 1327 {
1375 if (!m->tile_path[0]) 1328 if (!m->tile_available (TILE_NORTH))
1376 return 1; 1329 return 1;
1377 1330
1378 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1379 find_and_link (m, 0);
1380
1381 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);
1382 } 1332 }
1383 1333
1384 if (y >= m->height) 1334 if (y >= m->height)
1385 { 1335 {
1386 if (!m->tile_path[2]) 1336 if (!m->tile_available (TILE_SOUTH))
1387 return 1; 1337 return 1;
1388 1338
1389 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1390 find_and_link (m, 2);
1391
1392 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);
1393 } 1340 }
1394 1341
1395 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1396 * map. 1343 * map.
1397 */ 1344 */
1399} 1346}
1400 1347
1401/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1402 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1403 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1404 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1405 * updates x and y to be the localised coordinates. 1352 * updates x and y to be the localised coordinates.
1406 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1407 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1408 */ 1355 */
1409maptile * 1356maptile *
1410maptile::xy_find (sint16 &x, sint16 &y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1411{ 1358{
1412 if (x < 0) 1359 if (x < 0)
1413 { 1360 {
1414 if (!tile_path[3]) 1361 if (!tile_available (TILE_WEST))
1415 return 0; 1362 return 0;
1416 1363
1417 find_and_link (this, 3);
1418 x += tile_map[3]->width; 1364 x += tile_map [TILE_WEST]->width;
1419 return tile_map[3]->xy_find (x, y); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
1420 } 1366 }
1421 1367
1422 if (x >= width) 1368 if (x >= width)
1423 { 1369 {
1424 if (!tile_path[1]) 1370 if (!tile_available (TILE_EAST))
1425 return 0; 1371 return 0;
1426 1372
1427 find_and_link (this, 1);
1428 x -= width; 1373 x -= width;
1429 return tile_map[1]->xy_find (x, y); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
1430 } 1375 }
1431 1376
1432 if (y < 0) 1377 if (y < 0)
1433 { 1378 {
1434 if (!tile_path[0]) 1379 if (!tile_available (TILE_NORTH))
1435 return 0; 1380 return 0;
1436 1381
1437 find_and_link (this, 0);
1438 y += tile_map[0]->height; 1382 y += tile_map [TILE_NORTH]->height;
1439 return tile_map[0]->xy_find (x, y); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
1440 } 1384 }
1441 1385
1442 if (y >= height) 1386 if (y >= height)
1443 { 1387 {
1444 if (!tile_path[2]) 1388 if (!tile_available (TILE_SOUTH))
1445 return 0; 1389 return 0;
1446 1390
1447 find_and_link (this, 2);
1448 y -= height; 1391 y -= height;
1449 return tile_map[2]->xy_find (x, y); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
1450 } 1393 }
1451 1394
1452 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1453 * map. 1396 * map.
1454 */ 1397 */
1458/** 1401/**
1459 * 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
1460 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1461 */ 1404 */
1462int 1405int
1463adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1464{ 1407{
1465 if (!map1 || !map2) 1408 if (!map1 || !map2)
1466 return 0; 1409 return 0;
1467 1410
1468 //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
1469 //fix: compare paths instead (this is likely faster, too!) 1412 //fix: compare paths instead (this is likely faster, too!)
1470 if (map1 == map2) 1413 if (map1 == map2)
1471 { 1414 {
1472 *dx = 0; 1415 *dx = 0;
1473 *dy = 0; 1416 *dy = 0;
1474 } 1417 }
1475 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
1476 { /* up */ 1419 {
1477 *dx = 0; 1420 *dx = 0;
1478 *dy = -map2->height; 1421 *dy = -map2->height;
1479 } 1422 }
1480 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_available (TILE_EAST , false) == map2)
1481 { /* right */ 1424 {
1482 *dx = map1->width; 1425 *dx = map1->width;
1483 *dy = 0; 1426 *dy = 0;
1484 } 1427 }
1485 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1486 { /* down */ 1429 {
1487 *dx = 0; 1430 *dx = 0;
1488 *dy = map1->height; 1431 *dy = map1->height;
1489 } 1432 }
1490 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_available (TILE_WEST , false) == map2)
1491 { /* left */ 1434 {
1492 *dx = -map2->width; 1435 *dx = -map2->width;
1493 *dy = 0; 1436 *dy = 0;
1494 } 1437 }
1495 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)
1496 { /* up right */ 1439 { /* up right */
1497 *dx = map1->tile_map[0]->width; 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
1498 *dy = -map1->tile_map[0]->height; 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
1499 } 1442 }
1500 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)
1501 { /* up left */ 1444 { /* up left */
1502 *dx = -map2->width; 1445 *dx = -map2->width;
1503 *dy = -map1->tile_map[0]->height; 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
1504 } 1447 }
1505 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)
1506 { /* right up */ 1449 { /* right up */
1507 *dx = map1->width; 1450 *dx = +map1->width;
1508 *dy = -map2->height; 1451 *dy = -map2->height;
1509 } 1452 }
1510 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)
1511 { /* right down */ 1454 { /* right down */
1512 *dx = map1->width; 1455 *dx = +map1->width;
1513 *dy = map1->tile_map[1]->height; 1456 *dy = +map1->tile_map[TILE_EAST]->height;
1514 } 1457 }
1515 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)
1516 { /* down right */ 1459 { /* down right */
1517 *dx = map1->tile_map[2]->width; 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
1518 *dy = map1->height; 1461 *dy = +map1->height;
1519 } 1462 }
1520 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)
1521 { /* down left */ 1464 { /* down left */
1522 *dx = -map2->width; 1465 *dx = -map2->width;
1523 *dy = map1->height; 1466 *dy = +map1->height;
1524 } 1467 }
1525 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)
1526 { /* left up */ 1469 { /* left up */
1527 *dx = -map1->tile_map[3]->width; 1470 *dx = -map1->tile_map[TILE_WEST]->width;
1528 *dy = -map2->height; 1471 *dy = -map2->height;
1529 } 1472 }
1530 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)
1531 { /* left down */ 1474 { /* left down */
1532 *dx = -map1->tile_map[3]->width; 1475 *dx = -map1->tile_map[TILE_WEST]->width;
1533 *dy = map1->tile_map[3]->height; 1476 *dy = +map1->tile_map[TILE_WEST]->height;
1534 } 1477 }
1535 else 1478 else
1536 return 0; 1479 return 0;
1537 1480
1538 return 1; 1481 return 1;
1561 * 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
1562 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1563 * can be negative. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1564 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1565 * monster that is closest. 1508 * monster that is closest.
1566 * 1509 *
1567 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1568 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1569 * We already trust that the caller has verified that the 1512 * We already trust that the caller has verified that the
1570 * two objects are at least on adjacent maps. If not, 1513 * two objects are at least on adjacent maps. If not,
1571 * results are not likely to be what is desired. 1514 * results are not likely to be what is desired.
1574 * 1517 *
1575 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
1576 * closest body part of 'op1' 1519 * closest body part of 'op1'
1577 */ 1520 */
1578void 1521void
1579get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1580{ 1523{
1581 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))
1582 { 1525 {
1583 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1584 retval->distance = 10000; 1527 retval->distance = 10000;
1585 retval->distance_x = 10000; 1528 retval->distance_x = 10000;
1586 retval->distance_y = 10000; 1529 retval->distance_y = 10000;
1587 retval->direction = 0; 1530 retval->direction = 0;
1588 retval->part = 0; 1531 retval->part = 0;
1589 } 1532 }
1590 else 1533 else
1591 { 1534 {
1592 object *best;
1593
1594 retval->distance_x += op2->x - op1->x; 1535 retval->distance_x += op2->x - op1->x;
1595 retval->distance_y += op2->y - op1->y; 1536 retval->distance_y += op2->y - op1->y;
1596 1537
1597 best = op1; 1538 object *best = op1;
1539
1598 /* If this is multipart, find the closest part now */ 1540 /* If this is multipart, find the closest part now */
1599 if (!(flags & 0x1) && op1->more) 1541 if (!(flags & 1) && op1->more)
1600 { 1542 {
1601 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);
1602 1544
1603 /* 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
1604 * distance instead of doing all that work above again 1546 * distance instead of doing all that work above again
1605 * since the distance fields we set above are positive in the 1547 * since the distance fields we set above are positive in the
1606 * same axis as is used for multipart objects, the simply arithmetic 1548 * same axis as is used for multipart objects, the simply arithmetic
1607 * below works. 1549 * below works.
1608 */ 1550 */
1609 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1551 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1610 { 1552 {
1611 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);
1612 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1554
1613 if (tmpi < best_distance) 1555 if (tmpi < best_distance)
1614 { 1556 {
1615 best_distance = tmpi; 1557 best_distance = tmpi;
1616 best = tmp; 1558 best = tmp;
1617 } 1559 }
1618 } 1560 }
1619 1561
1620 if (best != op1) 1562 if (best != op1)
1621 { 1563 {
1622 retval->distance_x += op1->x - best->x; 1564 retval->distance_x += op1->x - best->x;
1623 retval->distance_y += op1->y - best->y; 1565 retval->distance_y += op1->y - best->y;
1624 } 1566 }
1625 } 1567 }
1626 1568
1627 retval->part = best; 1569 retval->part = best;
1628 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));
1629 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1630 } 1572 }
1631} 1573}
1632 1574
1633/* 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
1634 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1635 * and x,y coordinates - this is used for path to player - 1577 * and x,y coordinates - this is used for path to player -
1636 * since the object is not infact moving but we are trying to traverse 1578 * since the object is not infact moving but we are trying to traverse
1637 * the path, we need this. 1579 * the path, we need this.
1638 * flags has no meaning for this function at this time - I kept it in to 1580 * flags has no meaning for this function at this time - I kept it in to
1639 * 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
1640 * 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
1641 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
1642 */ 1584 */
1643void 1585void
1644get_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)
1645{ 1587{
1646 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))
1647 { 1589 {
1648 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
1649 retval->distance = 100000; 1591 retval->distance = 100000;
1650 retval->distance_x = 32767; 1592 retval->distance_x = 32767;
1651 retval->distance_y = 32767; 1593 retval->distance_y = 32767;
1652 retval->direction = 0; 1594 retval->direction = 0;
1653 retval->part = 0; 1595 retval->part = 0;
1654 } 1596 }
1655 else 1597 else
1656 { 1598 {
1657 retval->distance_x += op2->x - x; 1599 retval->distance_x += op2->x - x;
1658 retval->distance_y += op2->y - y; 1600 retval->distance_y += op2->y - y;
1659 1601
1660 retval->part = NULL; 1602 retval->part = 0;
1661 retval->distance = idistance (retval->distance_x, retval->distance_y); 1603 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1662 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1604 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1663 } 1605 }
1664} 1606}
1665 1607
1666/* 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
1667 * (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
1677 int dx, dy; 1619 int dx, dy;
1678 1620
1679 return adjacent_map (op1->map, op2->map, &dx, &dy); 1621 return adjacent_map (op1->map, op2->map, &dx, &dy);
1680} 1622}
1681 1623
1624//-GPL
1625
1682object * 1626object *
1683maptile::insert (object *op, int x, int y, object *originator, int flags) 1627maptile::insert (object *op, int x, int y, object *originator, int flags)
1684{ 1628{
1685 if (!op->flag [FLAG_REMOVED])
1686 op->remove ();
1687
1688 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);
1689} 1630}
1690 1631
1691region * 1632region *
1692maptile::region (int x, int y) const 1633maptile::region (int x, int y) const
1701 return default_region; 1642 return default_region;
1702 1643
1703 return ::region::default_region (); 1644 return ::region::default_region ();
1704} 1645}
1705 1646
1647//+GPL
1706 1648
1649/* picks a random object from a style map.
1650 */
1651object *
1652maptile::pick_random_object (rand_gen &gen) const
1653{
1654 /* while returning a null object will result in a crash, that
1655 * is actually preferable to an infinite loop. That is because
1656 * most servers will automatically restart in case of crash.
1657 * Change the logic on getting the random space - shouldn't make
1658 * any difference, but this seems clearer to me.
1659 */
1660 for (int i = 1000; --i;)
1661 {
1662 object *pick = at (gen (width), gen (height)).bot;
1663
1664 // must be head: do not prefer big monsters just because they are big.
1665 if (pick && pick->is_head ())
1666 return pick;
1667 }
1668
1669 // instead of crashing in the unlikely(?) case, try to return *something*
1670 return archetype::find (shstr_bug);
1671}
1672
1673//-GPL
1674
1675void
1676maptile::play_sound (faceidx sound, int x, int y) const
1677{
1678 if (!sound)
1679 return;
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{
1697 for_all_players (pl)
1698 if (client *ns = pl->ns)
1699 {
1700 int dx = x - pl->ob->x;
1701 int dy = y - pl->ob->y;
1702
1703 int distance = idistance (dx, dy);
1704
1705 if (distance <= MAX_SOUND_DISTANCE)
1706 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1707 }
1708}
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines