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Comparing deliantra/server/common/map.C (file contents):
Revision 1.61 by root, Sun Dec 31 17:17:22 2006 UTC vs.
Revision 1.223 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 26#include <unistd.h>
29 27
28#include "global.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31//+GPL
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[MAX_BUF];
42 32
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 33sint8 maptile::outdoor_darkness;
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf);
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113}
114
115/*
116 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file
118 * is returned.
119 * It tries out all the compression suffixes listed in the uncomp[] array.
120 *
121 * If prepend_dir is set, then we call create_pathname (which prepends
122 * libdir & mapdir). Otherwise, we assume the name given is fully
123 * complete.
124 * Only the editor actually cares about the writablity of this -
125 * the rest of the code only cares that the file is readable.
126 * when the editor goes away, the call to stat should probably be
127 * replaced by an access instead (similar to the windows one, but
128 * that seems to be missing the prepend_dir processing
129 */
130int
131check_path (const char *name, int prepend_dir)
132{
133 char buf[MAX_BUF];
134
135 char *endbuf;
136 struct stat statbuf;
137 int mode = 0;
138
139 if (prepend_dir)
140 strcpy (buf, create_pathname (name));
141 else
142 strcpy (buf, name);
143
144 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through
147 * all the names.
148 */
149 endbuf = buf + strlen (buf);
150
151 if (stat (buf, &statbuf))
152 return -1;
153 if (!S_ISREG (statbuf.st_mode))
154 return (-1);
155
156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
158 mode |= 4;
159
160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
162 mode |= 2;
163
164 return (mode);
165}
166 34
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
170 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
192 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
193} 61}
194 62
195/* 63/*
196 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
197 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
198 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
199 * can move 1 space to the left, we don't want its own area 67 * can move 1 space to the left, we don't want its own area
200 * to block it from moving there. 68 * to block it from moving there.
201 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
202 * monster. 70 * monster.
205 * by the caller. 73 * by the caller.
206 */ 74 */
207int 75int
208blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
209{ 77{
210 object *tmp;
211 int mflags, blocked;
212
213 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
214 * have already checked this. 79 * have already checked this.
215 */ 80 */
216 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
217 { 82 {
218 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
219 return 1; 84 return 1;
220 } 85 }
221 86
222 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
223 * directly.
224 */
225 mflags = m->at (sx, sy).flags ();
226 88
227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
228 91
229 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
230 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
231 * things we need to do for players. 94 * things we need to do for players.
232 */ 95 */
233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
234 return 0; 97 return 0;
235 98
236 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
237 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
238 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
239 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
240 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
241 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
242 */ 105 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 107 return 0;
245 108
246 if (ob->head != NULL)
247 ob = ob->head; 109 ob = ob->head_ ();
248 110
249 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
253 */ 115 */
254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
255 { 117 {
256 118 if (OB_MOVE_BLOCK (ob, tmp))
257 /* This must be before the checks below. Code for inventory checkers. */
258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
259 { 119 {
260 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
261 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
262 * pass through this space. 122 return 1;
263 */ 123 else
264 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
265 { 127 {
266 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
267 return 1; 132 return 1;
268 else 133 }
269 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
270 } 143 }
271 else 144 else
272 { 145 return 1; // unconditional block
273 /* In this case, the player must not have the object - 146
274 * if they do, they can't pass through.
275 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
277 return 1;
278 else
279 continue;
280 }
281 } /* if check_inv */
282 else 147 } else {
283 { 148 // space does not block the ob, directly, but
284 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
285 * this more readable. first check - if the space blocks 150 // blocks anything
286 * movement, can't move here. 151
287 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
288 * hidden dm 153 && tmp->type != DOOR
289 */ 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
290 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
294 return 1; 155 return 1;
295 } 156 }
296
297 } 157 }
158
298 return 0; 159 return 0;
299} 160}
300 161
301
302/* 162/*
303 * Returns true if the given object can't fit in the given spot. 163 * Returns the blocking object if the given object can't fit in the given
304 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
308 * 168 *
309 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
310 * 170 *
311 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
323 * 183 *
324 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
326 * against the move_block values. 186 * against the move_block values.
327 */ 187 */
328int 188bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
330{ 190{
331 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
332 int flag;
333 maptile *m1;
334 sint16 sx, sy;
335
336 if (!ob)
337 {
338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
341
342 /* don't have object, so don't know what types would block */
343 return m1->at (sx, sy).move_block;
344 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
345 194
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
347 { 196 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 197
350 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 199
352 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 201 return 1;
354 202
355 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
356 204 * (signifying non-moving objects)
357 /* find_first_free_spot() calls this function. However, often
358 * ob doesn't have any move type (when used to place exits)
359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 206 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 208 continue;
364 209
365 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
367 */ 212 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
369 return P_NO_PASS; 214 return 1;
370 } 215 }
371 216
372 return 0; 217 return 0;
373} 218}
374 219
375/* When the map is loaded, load_object does not actually insert objects 220//-GPL
376 * into inventory, but just links them. What this does is go through
377 * and insert them properly.
378 * The object 'container' is the object that contains the inventory.
379 * This is needed so that we can update the containers weight.
380 */
381void
382fix_container (object *container)
383{
384 object *tmp = container->inv, *next;
385 221
386 container->inv = 0; 222void
387 while (tmp) 223maptile::set_object_flag (int flag, int value)
388 { 224{
389 next = tmp->below; 225 if (!spaces)
390 if (tmp->inv) 226 return;
391 fix_container (tmp);
392 227
393 insert_ob_in_ob (tmp, container); 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
394 tmp = next; 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
395 } 230 tmp->flag [flag] = value;
396
397 /* sum_weight will go through and calculate what all the containers are
398 * carrying.
399 */
400 sum_weight (container);
401} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
402 260
403/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 265 */
409void 266void
410maptile::link_multipart_objects () 267maptile::link_multipart_objects ()
411{ 268{
412 if (!spaces) 269 if (!spaces)
413 return; 270 return;
414 271
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 273 {
274 object *op = ms->bot;
275 while (op)
417 { 276 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
422 {
423 /* If there is nothing more to this object, this for loop
424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 { 279 {
432 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
433 282
434 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
447 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
449 } 290 }
291 else
292 op = op->above;
450 } 293 }
451
452 tmp = above;
453 } 294 }
454} 295}
296
297//-GPL
455 298
456/* 299/*
457 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 301 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 302 */
461bool 303bool
462maptile::load_objects (object_thawer &thawer) 304maptile::_load_objects (object_thawer &f)
463{ 305{
464 int unique; 306 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 307 {
472 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 309
474 * or editor will not be able to do anything with it either. 310 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 311 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 {
318 op->carrying = 0;
319 op->update_weight ();
320 }
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) it's correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 *(ms.top ? &ms.top->above : &ms.bot) = op;
336
337 ms.top = op;
338 ms.flags_ = 0;
339 }
340 else
341 {
342 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
343 op->destroy ();
344 }
345 }
346
479 continue; 347 continue;
480 }
481 348
482 switch (i)
483 {
484 case LL_NORMAL:
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
486
487 if (op->inv)
488 sum_weight (op);
489
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 349 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 350 return true;
495 op->head = prev, last_more->more = op, last_more = op; 351
352 default:
353 if (!f.parse_error ("map file"))
354 return false;
496 break; 355 break;
497 } 356 }
498 357
499 op = object::create (); 358 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 359 }
520#endif
521 360
522 return true; 361 return true;
523} 362}
524 363
525void 364void
526maptile::activate () 365maptile::activate ()
527{ 366{
528 if (!spaces) 367 if (state != MAP_INACTIVE)
529 return; 368 return;
530 369
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
533 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
534} 377}
535 378
536void 379void
537maptile::deactivate () 380maptile::deactivate ()
538{ 381{
539 if (!spaces) 382 if (state != MAP_ACTIVE)
540 return; 383 return;
541 384
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
545} 390}
546 391
547bool 392bool
548maptile::save_objects (object_freezer &freezer, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
549{ 394{
395 coroapi::cede_to_tick ();
396
550 if (flags & IO_HEADER) 397 if (flags & IO_HEADER)
551 save_header (freezer); 398 _save_header (f);
552 399
553 if (!spaces) 400 if (!spaces)
554 return false; 401 return false;
555 402
556 for (int i = 0; i < size (); ++i) 403 for (int i = 0; i < size (); ++i)
557 { 404 {
558 int unique = 0; 405 bool unique = 0;
406
559 for (object *op = spaces [i].bot; op; op = op->above) 407 for (object *op = spaces [i].bot; op; op = op->above)
560 { 408 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 410
564 if (!op->can_map_save ()) 411 if (ecb_expect_false (!op->can_map_save ()))
565 continue; 412 continue;
566 413
567 if (unique || op->flag [FLAG_UNIQUE]) 414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 415 {
569 if (flags & IO_UNIQUES) 416 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 417 op->write (f);
571 } 418 }
572 else if (flags & IO_OBJECTS) 419 else if (ecb_expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 420 op->write (f);
574 } 421 }
575 } 422 }
576 423
424 coroapi::cede_to_tick ();
425
577 return true; 426 return true;
578} 427}
579 428
580bool 429bool
581maptile::load_objects (const char *path, bool skip_header) 430maptile::_save_objects (const char *path, int flags)
582{ 431{
583 object_thawer thawer (path); 432 object_freezer freezer;
584 433
585 if (!thawer) 434 if (!_save_objects (freezer, flags))
586 return false; 435 return false;
587 436
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
597 }
598
599 return load_objects (thawer);
600}
601
602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path); 437 return freezer.save (path);
611} 438}
612 439
613maptile::maptile () 440void
441maptile::init ()
614{ 442{
615 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
616 444
617 /* The maps used to pick up default x and y values from the 445 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
619 */ 447 */
620 width = 16; 448 width = 16;
621 height = 16; 449 height = 16;
450 timeout = 300;
451 max_items = MAX_ITEM_PER_ACTION;
452 max_volume = 2000000; // 2m³
622 reset_timeout = 0; 453 reset_timeout = 0;
623 timeout = 300;
624 enter_x = 0; 454 enter_x = 0;
625 enter_y = 0; 455 enter_y = 0;
626} 456}
627 457
458maptile::maptile ()
459{
460 init ();
461}
462
628maptile::maptile (int w, int h) 463maptile::maptile (int w, int h)
629{ 464{
630 in_memory = MAP_SWAPPED; 465 init ();
631 466
632 width = w; 467 width = w;
633 height = h; 468 height = h;
634 reset_timeout = 0;
635 timeout = 300;
636 enter_x = 0;
637 enter_y = 0;
638 469
639 alloc (); 470 alloc ();
640} 471}
641 472
642/* 473/*
651 return; 482 return;
652 483
653 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
654} 485}
655 486
487//+GPL
488
656/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
657 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
658 * at a later date. 491 * at a later date.
659 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
660 */ 493 */
661static shopitems * 494static shopitems *
662parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
711 *q = '\0'; 544 *q = '\0';
712 545
713 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
714 if (current_type) 547 if (current_type)
715 { 548 {
716 items[i].name = current_type->name; 549 items[i].name = current_type->name;
717 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
718 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
719 } 552 }
720 else 553 else
721 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
722 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
723 */ 556 */
724 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
725 } 558 }
726 } 559 }
727 560
736 return items; 569 return items;
737} 570}
738 571
739/* opposite of parse string, this puts the string that was originally fed in to 572/* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
741static void 574static const char *
742print_shop_string (maptile *m, char *output_string) 575print_shop_string (maptile *m)
743{ 576{
744 int i; 577 static dynbuf_text buf; buf.clear ();
745 char tmp[MAX_BUF]; 578 bool first = true;
746 579
747 strcpy (output_string, "");
748 for (i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
749 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
750 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
751 { 588 {
752 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
753 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
754 else 591 else
755 sprintf (tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
756 } 593 }
757 else 594 else
758 { 595 {
759 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
760 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
761 else 598 else
762 sprintf (tmp, "*"); 599 buf.printf ("*");
763 } 600 }
764
765 strcat (output_string, tmp);
766 } 601 }
602
603 return buf;
767} 604}
605
606//-GPL
768 607
769/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
770 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
771 * this used to be stored in the map object, but with the 610 * this used to be stored in the map object, but with the
772 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
776 * This could be done in lex (like the object loader), but I think 615 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 616 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 617 * MSW 2001-07-01
779 */ 618 */
780bool 619bool
781maptile::load_header (object_thawer &thawer) 620maptile::_load_header (object_thawer &thawer)
782{ 621{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 622 for (;;)
788 { 623 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 624 switch (thawer.kw)
792 { 625 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 626 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
802 break; 628 break;
803 629
804 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
805 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
806 break; 632 break;
807 633
808 case KW_maplore: 634 case KW_maplore:
809 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
826 case KW_shopgreed: thawer.get (shopgreed); break; 652 case KW_shopgreed: thawer.get (shopgreed); break;
827 case KW_shopmin: thawer.get (shopmin); break; 653 case KW_shopmin: thawer.get (shopmin); break;
828 case KW_shopmax: thawer.get (shopmax); break; 654 case KW_shopmax: thawer.get (shopmax); break;
829 case KW_shoprace: thawer.get (shoprace); break; 655 case KW_shoprace: thawer.get (shoprace); break;
830 case KW_outdoor: thawer.get (outdoor); break; 656 case KW_outdoor: thawer.get (outdoor); break;
831 case KW_temp: thawer.get (temp); break;
832 case KW_pressure: thawer.get (pressure); break;
833 case KW_humid: thawer.get (humid); break;
834 case KW_windspeed: thawer.get (windspeed); break;
835 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break;
837 657
838 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661 case KW_no_drop: thawer.get (no_drop); break;
840 662
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 665
844 // old names new names 666 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
850 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
851 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
852 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
853 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
854 676
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
683
684 case KW_ERROR:
685 set_key_text (thawer.kw_str, thawer.value);
686 break;
687
688 case KW_end:
689 thawer.next ();
690 return true;
859 691
860 default: 692 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 693 if (!thawer.parse_error ("map"))
694 return false;
862 break; 695 break;
863 } 696 }
697
698 thawer.next ();
864 } 699 }
865 700
866 abort (); 701 abort ();
867} 702}
868 703
869bool 704//+GPL
870maptile::load_header (const char *path)
871{
872 object_thawer thawer (path);
873
874 if (!thawer)
875 return false;
876
877 return load_header (thawer);
878}
879 705
880/****************************************************************************** 706/******************************************************************************
881 * This is the start of unique map handling code 707 * This is the start of unique map handling code
882 *****************************************************************************/ 708 *****************************************************************************/
883 709
890 int unique = 0; 716 int unique = 0;
891 for (object *op = spaces [i].bot; op; ) 717 for (object *op = spaces [i].bot; op; )
892 { 718 {
893 object *above = op->above; 719 object *above = op->above;
894 720
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
896 unique = 1; 722 unique = 1;
897 723
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
899 {
900 op->destroy_inv (false);
901 op->destroy (); 725 op->destroy ();
902 }
903 726
904 op = above; 727 op = above;
905 } 728 }
906 } 729 }
907} 730}
908 731
732//-GPL
733
909bool 734bool
910maptile::save_header (object_freezer &freezer) 735maptile::_save_header (object_freezer &freezer)
911{ 736{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 737#define MAP_OUT(k) freezer.put (KW(k), k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
914 739
915 MAP_OUT2 (arch, "map"); 740 MAP_OUT2 (arch, CS(map));
916 741
917 if (name) MAP_OUT (name); 742 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 743 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 744 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 745 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 746 MAP_OUT (fixed_resettime);
747 MAP_OUT (no_reset);
748 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 749 MAP_OUT (difficulty);
923
924 if (region) MAP_OUT2 (region, region->name); 750 if (default_region) MAP_OUT2 (region, default_region->name);
925 751
926 if (shopitems) 752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
927 {
928 char shop[MAX_BUF];
929 print_shop_string (this, shop);
930 MAP_OUT2 (shopitems, shop);
931 }
932
933 MAP_OUT (shopgreed); 753 MAP_OUT (shopgreed);
934 MAP_OUT (shopmin); 754 MAP_OUT (shopmin);
935 MAP_OUT (shopmax); 755 MAP_OUT (shopmax);
936 if (shoprace) MAP_OUT (shoprace); 756 if (shoprace) MAP_OUT (shoprace);
937 MAP_OUT (darkness); 757
938 MAP_OUT (width); 758 MAP_OUT (width);
939 MAP_OUT (height); 759 MAP_OUT (height);
940 MAP_OUT (enter_x); 760 MAP_OUT (enter_x);
941 MAP_OUT (enter_y); 761 MAP_OUT (enter_y);
942 762 MAP_OUT (darkness);
943 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
944 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
945
946 MAP_OUT (outdoor); 763 MAP_OUT (outdoor);
947 MAP_OUT (temp); 764
948 MAP_OUT (pressure); 765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
949 MAP_OUT (humid); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
950 MAP_OUT (windspeed);
951 MAP_OUT (winddir);
952 MAP_OUT (sky);
953 767
954 MAP_OUT (per_player); 768 MAP_OUT (per_player);
955 MAP_OUT (per_party); 769 MAP_OUT (per_party);
956 770
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
961 777
778 freezer.put (this);
962 freezer.put (KW_end); 779 freezer.put (KW(end));
963 780
964 return true; 781 return true;
965} 782}
966 783
967bool 784bool
968maptile::save_header (const char *path) 785maptile::_save_header (const char *path)
969{ 786{
970 object_freezer freezer; 787 object_freezer freezer;
971 788
972 if (!save_header (freezer)) 789 if (!_save_header (freezer))
973 return false; 790 return false;
974 791
975 return freezer.save (path); 792 return freezer.save (path);
976} 793}
794
795//+GPL
977 796
978/* 797/*
979 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
980 */ 799 */
981void 800void
982maptile::clear () 801maptile::clear ()
983{ 802{
984 if (!spaces) 803 if (spaces)
985 return; 804 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 806 while (object *op = ms->bot)
989 { 807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
990 if (op->head) 815 if (op == head)
991 op = op->head;
992
993 op->destroy_inv (false);
994 op->destroy (); 816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
822 }
823
824 sfree0 (spaces, size ());
995 } 825 }
996
997 sfree (spaces, size ()), spaces = 0;
998 826
999 if (buttons) 827 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
1001} 832}
1002 833
1003void 834void
1004maptile::clear_header () 835maptile::clear_header ()
1005{ 836{
1007 msg = 0; 838 msg = 0;
1008 maplore = 0; 839 maplore = 0;
1009 shoprace = 0; 840 shoprace = 0;
1010 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
1011 842
1012 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
1013 tile_path [i] = 0; 844 tile_path [i] = 0;
1014} 845}
1015 846
1016maptile::~maptile () 847maptile::~maptile ()
1017{ 848{
1024 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
1025 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
1026 * tiling can be asymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
1027 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
1028 */ 859 */
1029 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
1030 if (tile_map[i] == m) 861 if (tile_map[i] == m)
1031 tile_map[i] = 0; 862 tile_map[i] = 0;
1032} 863}
1033 864
1034void 865void
1037 attachable::do_destroy (); 868 attachable::do_destroy ();
1038 869
1039 clear (); 870 clear ();
1040} 871}
1041 872
1042/* 873/* decay and destroy perishable items in a map */
1043 * Updates every button on the map (by calling update_button() for them). 874// TODO: should be done regularly, not on map load?
1044 */
1045void 875void
1046maptile::update_buttons () 876maptile::do_decay_objects ()
1047{ 877{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next) 878 if (!spaces)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next) 879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
1050 { 883 {
1051 if (!ol->ob) 884 above = op->above;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
890 bool destroy = 0;
891
892 if (op->flag [FLAG_IS_FLOOR]
893 || op->flag [FLAG_OBJ_ORIGINAL]
894 || op->flag [FLAG_UNIQUE]
895 || op->flag [FLAG_OVERLAY_FLOOR]
896 || op->flag [FLAG_UNPAID]
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
1052 { 900 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 901 op->stats.dam--;
1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 902 if (op->stats.dam < 0)
1055 continue; 903 destroy = 1;
1056 } 904 }
1057 905 else if (op->is_armor ())
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 { 906 {
1060 update_button (ol->ob); 907 op->stats.ac--;
1061 break; 908 if (op->stats.ac < 0)
909 destroy = 1;
1062 } 910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 //|| (mat & M_ICE && temp > 32)
932 )
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
1063 } 939 }
1064} 940}
1065 941
1066/* 942/*
1067 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
1068 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
1069 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
1070 * 946 *
1071 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
1072 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
1073 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
1074 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
1075 */ 951 */
1076int 952int
1077maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
1078{ 954{
1079 long monster_cnt = 0; 955 long monster_cnt = 0;
1081 sint64 total_exp = 0; 957 sint64 total_exp = 0;
1082 958
1083 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1084 for (object *op = ms->bot; op; op = op->above) 960 for (object *op = ms->bot; op; op = op->above)
1085 { 961 {
1086 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
1087 { 963 {
1088 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
1089 monster_cnt++; 965 monster_cnt++;
1090 } 966 }
1091 967
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
1093 { 969 {
1094 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1095 971
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 972 if (archetype *at = op->other_arch)
973 {
1097 total_exp += at->clone.stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1098
1099 monster_cnt++; 975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1100 } 983 }
1101 } 984 }
1102 985
1103 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1104 987
1117 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1118 */ 1001 */
1119int 1002int
1120maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
1121{ 1004{
1122 int new_level = darkness + change;
1123
1124 /* Nothing to do */ 1005 /* Nothing to do */
1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
1126 return 0; 1007 return 0;
1127 1008
1128 /* inform all players on the map */ 1009 /* inform all players on the map */
1129 if (change > 0) 1010 if (change > 0)
1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1131 else 1012 else
1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1133 1014
1134 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1135 * we need to be extra careful about negative values.
1136 * In general, the checks below are only needed if change
1137 * is not +/-1
1138 */
1139 if (new_level < 0)
1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1144 darkness = new_level;
1145 1016
1146 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 1018 update_all_map_los (this);
1019
1148 return 1; 1020 return 1;
1149} 1021}
1150 1022
1151/* 1023/*
1152 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1153 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1154 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1155 * through, etc) 1027 * through, etc)
1156 */ 1028 */
1157void 1029void
1158mapspace::update_ () 1030mapspace::update_ ()
1159{ 1031{
1160 object *tmp, *last = 0; 1032 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1162 New_Face *top, *floor, *middle; 1034 sint8 light = 0;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1165 1040
1166 middle = blank_face; 1041 //object *middle = 0;
1167 top = blank_face; 1042 //object *top = 0;
1168 floor = blank_face; 1043 //object *floor = 0;
1044 // this seems to generate better code than using locals, above
1045 object *&top = faces_obj[0] = 0;
1046 object *&middle = faces_obj[1] = 0;
1047 object *&floor = faces_obj[2] = 0;
1169 1048
1170 middle_obj = 0; 1049 object::flags_t allflags; // all flags of all objects or'ed together
1171 top_obj = 0;
1172 floor_obj = 0;
1173 1050
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1052 {
1176 /* This could be made additive I guess (two lights better than 1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1177 * one). But if so, it shouldn't be a simple additive - 2
1178 * light bulbs do not illuminate twice as far as once since
1179 * it is a dissapation factor that is cubed.
1180 */
1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius; 1054 light += tmp->glow_radius;
1183 1055
1184 /* This call is needed in order to update objects the player 1056 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1057 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1058 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1188 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1189 * 1061 *
1190 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1191 */ 1063 */
1192 if (!tmp->invisible) 1064 if (ecb_expect_true (!tmp->invisible))
1193 { 1065 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1067 top = tmp;
1198 } 1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1069 {
1201 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1203 */ 1072 */
1204 middle = blank_face; 1073 middle = 0;
1205 top = blank_face; 1074 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1208 } 1078 }
1209 /* Flag anywhere have high priority */ 1079 else
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1080 {
1212 middle = tmp->face; 1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1213 1086
1214 middle_obj = tmp; 1087 /* Flag anywhere have high priority */
1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1215 anywhere = 1; 1089 anywhere = tmp;
1090
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 {
1097 middle_visibility = ::faces [tmp->face].visibility;
1098 middle = tmp;
1099 }
1216 } 1100 }
1217 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the
1219 * top
1220 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp;
1225 }
1226 }
1227
1228 if (tmp == tmp->above)
1229 {
1230 LOG (llevError, "Error in structure of map\n");
1231 exit (-1);
1232 } 1101 }
1233 1102
1234 move_slow |= tmp->move_slow; 1103 move_slow |= tmp->move_slow;
1235 move_block |= tmp->move_block; 1104 move_block |= tmp->move_block;
1236 move_on |= tmp->move_on; 1105 move_on |= tmp->move_on;
1237 move_off |= tmp->move_off; 1106 move_off |= tmp->move_off;
1238 move_allow |= tmp->move_allow; 1107 move_allow |= tmp->move_allow;
1239 1108
1240 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1109 allflags |= tmp->flag;
1241 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1110
1242 if (tmp->type == PLAYER) flags |= P_PLAYER; 1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1246 } 1113 }
1247 1114
1248 this->light = light; 1115 // FLAG_SEE_ANYWHERE takes precedence
1116 if (anywhere)
1117 middle = anywhere;
1118
1119 // ORing all flags together and checking them here is much faster
1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1124
1125 this->light = min (light, MAX_LIGHT_RADIUS);
1249 this->flags_ = flags; 1126 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow; 1127 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on; 1128 this->move_on = move_on;
1252 this->move_off = move_off; 1129 this->move_off = move_off;
1253 this->move_slow = move_slow; 1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1254 1133
1255 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
1256 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
1257 * this point. 1136 * this point.
1258 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1259 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1260 * 1139 *
1261 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
1262 */ 1141 */
1263 1142
1264 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
1265 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1268 */ 1147 */
1269 if (top == middle) 1148 if (top == middle)
1270 middle = blank_face; 1149 middle = 0;
1271 1150
1272 /* There are three posibilities at this point: 1151 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1152 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1153 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1154 * 3) neither middle or top is set - need to set both.
1276 */ 1155 */
1277 1156
1278 for (tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1158 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
1282 break; 1161 break;
1283 1162
1284 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1164 if (top && middle)
1286 break; 1165 break;
1287 1166
1288 /* Only show visible faces, unless its the editor - show all */ 1167 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1168 if (!tmp->invisible)
1290 { 1169 {
1291 /* Fill in top if needed */ 1170 /* Fill in top if needed */
1292 if (top == blank_face) 1171 if (!top)
1293 { 1172 {
1294 top = tmp->face;
1295 top_obj = tmp; 1173 top = tmp;
1296 if (top == middle) 1174 if (top == middle)
1297 middle = blank_face; 1175 middle = 0;
1298 } 1176 }
1299 else 1177 else
1300 { 1178 {
1301 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1302 * middle is not set 1180 * middle is not set
1303 * 1181 *
1304 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1306 * 1184 *
1307 */ 1185 */
1308 if (tmp->face != top) 1186 if (tmp != top)
1309 { 1187 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1188 middle = tmp;
1312 break; 1189 break;
1313 } 1190 }
1314 } 1191 }
1315 } 1192 }
1316 } 1193 }
1317 1194
1318 if (middle == floor) 1195 if (middle == floor)
1319 middle = blank_face; 1196 middle = 0;
1320 1197
1321 if (top == middle) 1198 if (top == middle)
1322 middle = blank_face; 1199 middle = 0;
1323 1200
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1201 // set lower map transparent floor flag if applicable
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1327}
1328
1329/* this updates the orig_map->tile_map[tile_num] value after loading
1330 * the map. It also takes care of linking back the freshly loaded
1331 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1333 * so that it is easier for calling functions to verify success.
1334 */
1335static maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1337{
1338 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1339
1340 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1341 {
1342 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1343 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1344 &orig_map->tile_path[tile_num], &orig_map->path);
1345 mp = new maptile (1, 1);
1346 mp->alloc ();
1347 mp->in_memory = MAP_IN_MEMORY;
1348 } 1203 {
1204 floor->set_anim_frame (0);
1349 1205
1350 int dest_tile = (tile_num + 2) % 4; 1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1351 1210
1352 orig_map->tile_map[tile_num] = mp; 1211 if (object *floor2 = ms.faces_obj [2])
1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1353 1219
1354 // optimisation: back-link map to origin map if euclidean 1220 ms.pflags |= PF_VIS_UP;
1355 //TODO: non-euclidean maps MUST GO 1221 }
1356 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1222 }
1357 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1358 1223
1224#if 0
1225 faces_obj [0] = top;
1226 faces_obj [1] = middle;
1227 faces_obj [2] = floor;
1228#endif
1229}
1230
1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
1237
1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1245maptile *
1246maptile::tile_available (int dir, bool load)
1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1252 if (tile_path [dir])
1253 {
1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1286 return tile_map [dir] = m;
1287 }
1288 }
1289
1359 return mp; 1290 return 0;
1360} 1291}
1361 1292
1362/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1363 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1364 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1365 * This is the function should always be used when it 1296 * This is the function should always be used when it
1366 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1367 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1368 * tiled maps. 1299 * tiled maps.
1369 */ 1300 */
1370int 1301int
1371out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1372{ 1303{
1377 if (!m) 1308 if (!m)
1378 return 0; 1309 return 0;
1379 1310
1380 if (x < 0) 1311 if (x < 0)
1381 { 1312 {
1382 if (!m->tile_path[3]) 1313 if (!m->tile_available (TILE_WEST))
1383 return 1; 1314 return 1;
1384 1315
1385 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1386 load_and_link_tiled_map (m, 3);
1387
1388 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1389 } 1317 }
1390 1318
1391 if (x >= m->width) 1319 if (x >= m->width)
1392 { 1320 {
1393 if (!m->tile_path[1]) 1321 if (!m->tile_available (TILE_EAST))
1394 return 1; 1322 return 1;
1395 1323
1396 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1397 load_and_link_tiled_map (m, 1);
1398
1399 return out_of_map (m->tile_map[1], x - m->width, y); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1400 } 1325 }
1401 1326
1402 if (y < 0) 1327 if (y < 0)
1403 { 1328 {
1404 if (!m->tile_path[0]) 1329 if (!m->tile_available (TILE_NORTH))
1405 return 1; 1330 return 1;
1406 1331
1407 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1408 load_and_link_tiled_map (m, 0);
1409
1410 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1411 } 1333 }
1412 1334
1413 if (y >= m->height) 1335 if (y >= m->height)
1414 { 1336 {
1415 if (!m->tile_path[2]) 1337 if (!m->tile_available (TILE_SOUTH))
1416 return 1; 1338 return 1;
1417 1339
1418 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1419 load_and_link_tiled_map (m, 2);
1420
1421 return out_of_map (m->tile_map[2], x, y - m->height); 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1422 } 1341 }
1423 1342
1424 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1425 * map. 1344 * map.
1426 */ 1345 */
1428} 1347}
1429 1348
1430/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1431 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1432 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1433 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1434 * updates x and y to be the localized coordinates. 1353 * updates x and y to be the localised coordinates.
1435 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1436 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1437 */ 1356 */
1438maptile * 1357maptile *
1439get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1440{ 1359{
1441 if (*x < 0) 1360 if (x < 0)
1442 { 1361 {
1443 if (!m->tile_path[3]) 1362 if (!tile_available (TILE_WEST))
1444 return 0; 1363 return 0;
1445 1364
1446 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1447 load_and_link_tiled_map (m, 3);
1448
1449 *x += m->tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1450 return (get_map_from_coord (m->tile_map[3], x, y)); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1451 } 1367 }
1452 1368
1453 if (*x >= m->width) 1369 if (x >= width)
1454 { 1370 {
1455 if (!m->tile_path[1]) 1371 if (!tile_available (TILE_EAST))
1456 return 0; 1372 return 0;
1457 1373
1458 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1459 load_and_link_tiled_map (m, 1);
1460
1461 *x -= m->width; 1374 x -= width;
1462 return (get_map_from_coord (m->tile_map[1], x, y)); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1463 } 1376 }
1464 1377
1465 if (*y < 0) 1378 if (y < 0)
1466 { 1379 {
1467 if (!m->tile_path[0]) 1380 if (!tile_available (TILE_NORTH))
1468 return 0; 1381 return 0;
1469 1382
1470 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1471 load_and_link_tiled_map (m, 0);
1472
1473 *y += m->tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1474 return (get_map_from_coord (m->tile_map[0], x, y)); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1475 } 1385 }
1476 1386
1477 if (*y >= m->height) 1387 if (y >= height)
1478 { 1388 {
1479 if (!m->tile_path[2]) 1389 if (!tile_available (TILE_SOUTH))
1480 return 0; 1390 return 0;
1481 1391
1482 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1483 load_and_link_tiled_map (m, 2);
1484
1485 *y -= m->height; 1392 y -= height;
1486 return (get_map_from_coord (m->tile_map[2], x, y)); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1487 } 1394 }
1488 1395
1489 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1490 * map. 1397 * map.
1491 */ 1398 */
1492 return m; 1399 return this;
1493} 1400}
1494 1401
1495/** 1402/**
1496 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1497 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1498 */ 1405 */
1499static int 1406int
1500adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1501{ 1408{
1502 if (!map1 || !map2) 1409 if (!map1 || !map2)
1503 return 0; 1410 return 0;
1504 1411
1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1413 //fix: compare paths instead (this is likely faster, too!)
1505 if (map1 == map2) 1414 if (map1 == map2)
1506 { 1415 {
1507 *dx = 0; 1416 *dx = 0;
1508 *dy = 0; 1417 *dy = 0;
1509 } 1418 }
1510 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1511 { /* up */ 1420 {
1512 *dx = 0; 1421 *dx = 0;
1513 *dy = -map2->height; 1422 *dy = -map2->height;
1514 } 1423 }
1515 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1516 { /* right */ 1425 {
1517 *dx = map1->width; 1426 *dx = map1->width;
1518 *dy = 0; 1427 *dy = 0;
1519 } 1428 }
1520 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1521 { /* down */ 1430 {
1522 *dx = 0; 1431 *dx = 0;
1523 *dy = map1->height; 1432 *dy = map1->height;
1524 } 1433 }
1525 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1526 { /* left */ 1435 {
1527 *dx = -map2->width; 1436 *dx = -map2->width;
1528 *dy = 0; 1437 *dy = 0;
1529 } 1438 }
1530 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1531 { /* up right */ 1440 { /* up right */
1532 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1533 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1534 } 1443 }
1535 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1536 { /* up left */ 1445 { /* up left */
1537 *dx = -map2->width; 1446 *dx = -map2->width;
1538 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1539 } 1448 }
1540 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1541 { /* right up */ 1450 { /* right up */
1542 *dx = map1->width; 1451 *dx = +map1->width;
1543 *dy = -map2->height; 1452 *dy = -map2->height;
1544 } 1453 }
1545 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1546 { /* right down */ 1455 { /* right down */
1547 *dx = map1->width; 1456 *dx = +map1->width;
1548 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1549 } 1458 }
1550 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1551 { /* down right */ 1460 { /* down right */
1552 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1553 *dy = map1->height; 1462 *dy = +map1->height;
1554 } 1463 }
1555 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1556 { /* down left */ 1465 { /* down left */
1557 *dx = -map2->width; 1466 *dx = -map2->width;
1558 *dy = map1->height; 1467 *dy = +map1->height;
1559 } 1468 }
1560 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1561 { /* left up */ 1470 { /* left up */
1562 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1563 *dy = -map2->height; 1472 *dy = -map2->height;
1564 } 1473 }
1565 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1566 { /* left down */ 1475 { /* left down */
1567 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1568 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1569 } 1478 }
1570 else 1479 else
1571 return 0; 1480 return 0;
1572 1481
1573 return 1; 1482 return 1;
1483}
1484
1485maptile *
1486maptile::xy_load (sint16 &x, sint16 &y)
1487{
1488 maptile *map = xy_find (x, y);
1489
1490 if (map)
1491 map->load_sync ();
1492
1493 return map;
1494}
1495
1496maptile *
1497get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1498{
1499 return m->xy_load (*x, *y);
1574} 1500}
1575 1501
1576/* From map.c 1502/* From map.c
1577 * This is used by get_player to determine where the other 1503 * This is used by get_player to determine where the other
1578 * creature is. get_rangevector takes into account map tiling, 1504 * creature is. get_rangevector takes into account map tiling,
1579 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
1580 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1581 * can be negativbe. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1582 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1583 * monster that is closest. 1509 * monster that is closest.
1584 * 1510 *
1585 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1586 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1587 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1588 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1589 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1592 * 1518 *
1593 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
1594 * closest body part of 'op1' 1520 * closest body part of 'op1'
1595 */ 1521 */
1596void 1522void
1597get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1598{ 1524{
1599 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1600 { 1526 {
1601 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
1602 retval->distance = 100000; 1528 retval->distance = 10000;
1603 retval->distance_x = 32767; 1529 retval->distance_x = 10000;
1604 retval->distance_y = 32767; 1530 retval->distance_y = 10000;
1605 retval->direction = 0; 1531 retval->direction = 0;
1606 retval->part = 0; 1532 retval->part = 0;
1607 } 1533 }
1608 else 1534 else
1609 { 1535 {
1610 object *best;
1611
1612 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
1613 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
1614 1538
1615 best = op1; 1539 object *best = op1;
1540
1616 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1617 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
1618 { 1543 {
1619 object *tmp; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
1620 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1621 1545
1622 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1623 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1624 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1625 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1626 * below works. 1550 * below works.
1627 */ 1551 */
1628 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1629 { 1553 {
1630 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1631 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
1632 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1633 { 1557 {
1634 best_distance = tmpi; 1558 best_distance = tmpi;
1635 best = tmp; 1559 best = tmp;
1636 } 1560 }
1637 } 1561 }
1562
1638 if (best != op1) 1563 if (best != op1)
1639 { 1564 {
1640 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1641 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1642 } 1567 }
1643 } 1568 }
1569
1644 retval->part = best; 1570 retval->part = best;
1645 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1646 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1647 } 1573 }
1648} 1574}
1649 1575
1650/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1651 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1652 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1653 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
1654 * the path, we need this. 1580 * the path, we need this.
1655 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1656 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1657 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1658 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1659 */ 1585 */
1660
1661void 1586void
1662get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1663{ 1588{
1664 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1665 { 1590 {
1666 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1667 retval->distance = 100000; 1592 retval->distance = 100000;
1668 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
1669 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
1670 retval->direction = 0; 1595 retval->direction = 0;
1671 retval->part = 0; 1596 retval->part = 0;
1672 } 1597 }
1673 else 1598 else
1674 { 1599 {
1675 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1676 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1677 1602
1678 retval->part = NULL; 1603 retval->part = 0;
1679 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1680 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1681 } 1606 }
1682} 1607}
1683 1608
1684/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1685 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
1695 int dx, dy; 1620 int dx, dy;
1696 1621
1697 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
1698} 1623}
1699 1624
1625//-GPL
1626
1700object * 1627object *
1701maptile::insert (object *op, int x, int y, object *originator, int flags) 1628maptile::insert (object *op, int x, int y, object *originator, int flags)
1702{ 1629{
1703 if (!op->flag [FLAG_REMOVED])
1704 op->remove ();
1705
1706 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1707} 1631}
1708 1632
1633region *
1634maptile::region (int x, int y) const
1635{
1636 if (regions
1637 && regionmap
1638 && !OUT_OF_REAL_MAP (this, x, y))
1639 if (struct region *reg = regionmap [regions [y * width + x]])
1640 return reg;
1641
1642 if (default_region)
1643 return default_region;
1644
1645 return ::region::default_region ();
1646}
1647
1648//+GPL
1649
1650/* picks a random object from a style map.
1651 */
1652object *
1653maptile::pick_random_object (rand_gen &gen) const
1654{
1655 /* while returning a null object will result in a crash, that
1656 * is actually preferable to an infinite loop. That is because
1657 * most servers will automatically restart in case of crash.
1658 * Change the logic on getting the random space - shouldn't make
1659 * any difference, but this seems clearer to me.
1660 */
1661 for (int i = 1000; --i;)
1662 {
1663 object *pick = at (gen (width), gen (height)).bot;
1664
1665 // must be head: do not prefer big monsters just because they are big.
1666 if (pick && pick->is_head ())
1667 return pick;
1668 }
1669
1670 // instead of crashing in the unlikely(?) case, try to return *something*
1671 return archetype::find (shstr_bug);
1672}
1673
1674//-GPL
1675
1676void
1677maptile::play_sound (faceidx sound, int x, int y) const
1678{
1679 if (!sound)
1680 return;
1681
1682 for_all_players_on_map (pl, this)
1683 if (client *ns = pl->ns)
1684 {
1685 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y;
1687
1688 int distance = idistance (dx, dy);
1689
1690 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy);
1692 }
1693}
1694
1695void
1696maptile::say_msg (const char *msg, int x, int y) const
1697{
1698 for_all_players (pl)
1699 if (client *ns = pl->ns)
1700 {
1701 int dx = x - pl->ob->x;
1702 int dy = y - pl->ob->y;
1703
1704 int distance = idistance (dx, dy);
1705
1706 if (distance <= MAX_SOUND_DISTANCE)
1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1708 }
1709}
1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1713static void
1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1715{
1716 // clip to map to the left
1717 if (x0 < 0)
1718 {
1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1721
1722 if (x1 < 0) // entirely to the left
1723 return;
1724
1725 x0 = 0;
1726 }
1727
1728 // clip to map to the right
1729 if (x1 > m->width)
1730 {
1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733
1734 if (x0 >= m->width) // entirely to the right
1735 return;
1736
1737 x1 = m->width;
1738 }
1739
1740 // clip to map to the north
1741 if (y0 < 0)
1742 {
1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745
1746 if (y1 < 0) // entirely to the north
1747 return;
1748
1749 y0 = 0;
1750 }
1751
1752 // clip to map to the south
1753 if (y1 > m->height)
1754 {
1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757
1758 if (y0 >= m->height) // entirely to the south
1759 return;
1760
1761 y1 = m->height;
1762 }
1763
1764 // if we get here, the rect is within the current map
1765 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1766
1767 r->m = m;
1768 r->x0 = x0;
1769 r->y0 = y0;
1770 r->x1 = x1;
1771 r->y1 = y1;
1772 r->dx = dx;
1773 r->dy = dy;
1774}
1775
1776maprect *
1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778{
1779 buf.clear ();
1780
1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1782
1783 // add end marker
1784 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1785 r->m = 0;
1786
1787 return (maprect *)buf.linearise ();
1788}
1789

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