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Comparing deliantra/server/common/map.C (file contents):
Revision 1.56 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "loader.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31sint8 maptile::outdoor_darkness;
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
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
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 32
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
170 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
205 * by the caller. 71 * by the caller.
206 */ 72 */
207int 73int
208blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
209{ 75{
210 object *tmp;
211 int mflags, blocked;
212
213 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
214 * have already checked this. 77 * have already checked this.
215 */ 78 */
216 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
217 { 80 {
220 } 83 }
221 84
222 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
223 * directly. 86 * directly.
224 */ 87 */
225 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
226 89
227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
228 92
229 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
230 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
231 * things we need to do for players. 95 * things we need to do for players.
232 */ 96 */
233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
234 return 0; 98 return 0;
235 99
236 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* 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 101 * 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 102 * 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 103 * or another. Likewise, only if something is blocking us do we
240 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
241 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
242 */ 106 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 108 return 0;
245 109
246 if (ob->head != NULL)
247 ob = ob->head; 110 ob = ob->head_ ();
248 111
249 /* We basically go through the stack of objects, and if there is 112 /* 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 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
253 */ 116 */
254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
255 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
256 120
257 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
259 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
260 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
261 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
262 * pass through this space. 128 * pass through this space.
263 */ 129 */
264 if (tmp->last_sp) 130 if (tmp->last_sp)
265 { 131 {
266 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
267 return 1; 133 return 1;
268 else
269 continue;
270 } 134 }
271 else 135 else
272 { 136 {
273 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
274 * if they do, they can't pass through. 138 * if they do, they can't pass through.
275 */ 139 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
277 return 1; 141 return 1;
278 else
279 continue;
280 } 142 }
281 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
282 else 148 else
283 { 149 {
284 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
286 * movement, can't move here. 152 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a 153 * second - if a monster, can't move there, unless it is a
288 * hidden dm 154 * dm.
289 */ 155 */
290 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
291 return 1; 157 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 158
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 159 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ])
294 return 1; 164 return 1;
295 } 165 }
296
297 } 166 }
167
298 return 0; 168 return 0;
299} 169}
300 170
301
302/* 171/*
303 * Returns true if the given object can't fit in the given spot. 172 * Returns qthe blocking object if the given object can't fit in the given
304 * This is meant for multi space objects - for single space objecs, 173 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
308 * 177 *
309 * While this doesn't call out of map, the get_map_flags does. 178 * While this doesn't call out of map, the get_map_flags does.
310 * 179 *
311 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
323 * 192 *
324 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 194 * code, we need to have actual object to check its move_type
326 * against the move_block values. 195 * against the move_block values.
327 */ 196 */
328int 197bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 198object::blocked (maptile *m, int x, int y) const
330{ 199{
331 archetype *tmp; 200 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
332 int flag;
333 maptile *m1;
334 sint16 sx, sy;
335
336 if (ob == NULL)
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 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
345 203
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 204 if (!pos.normalise ())
347 { 205 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 206
350 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 208
352 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 210 return 1;
354 211
355 mapspace &ms = m1->at (sx, sy); 212 /* However, often ob doesn't have any move type
356 213 * (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. 214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 215 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 216 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 217 continue;
364 218
365 /* Note it is intentional that we check ob - the movement type of the 219 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
367 */ 221 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 222 if (ms.blocks (move_type))
369 return P_NO_PASS; 223 return 1;
370 } 224 }
371 225
372 return 0; 226 return 0;
373} 227}
374 228
392 246
393 insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
394 tmp = next; 248 tmp = next;
395 } 249 }
396 250
397 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
398 * carrying. 252 //TODO: remove
399 */ 253 container->update_weight ();
400 sum_weight (container); 254}
255
256void
257maptile::set_object_flag (int flag, int value)
258{
259 if (!spaces)
260 return;
261
262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value;
265}
266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
401} 278}
402 279
403/* link_multipart_objects go through all the objects on the map looking 280/* 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 281 * 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 282 * 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 283 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 284 */
409void 285void
410maptile::link_multipart_objects () 286maptile::link_multipart_objects ()
411{ 287{
412 if (!spaces) 288 if (!spaces)
413 return; 289 return;
414 290
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 291 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 292 {
293 object *op = ms->bot;
294 while (op)
417 { 295 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 296 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 297 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 { 298 {
432 op = arch_to_object (at); 299 op->remove ();
300 op->expand_tail ();
433 301
434 /* update x,y coordinates */ 302 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 303 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 304 // 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); 305 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
306
307 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
308 // so we have to reset the iteration through the mapspace
449 } 309 }
310 else
311 op = op->above;
450 } 312 }
451
452 tmp = above;
453 } 313 }
454} 314}
455 315
456/* 316/*
457 * Loads (ands parses) the objects into a given map from the specified 317 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 318 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 319 */
461bool 320bool
462maptile::load_objects (object_thawer &thawer) 321maptile::_load_objects (object_thawer &f)
463{ 322{
464 int unique; 323 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 { 324 {
472 /* if the archetype for the object is null, means that we 325 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 326
474 * or editor will not be able to do anything with it either. 327 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 328 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 329 case KW_arch:
330 if (object *op = object::read (f, this))
331 {
332 // TODO: why?
333 if (op->inv)
334 op->update_weight ();
335
336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
359 }
360
479 continue; 361 continue;
480 }
481 362
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: 363 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 364 return true;
495 op->head = prev, last_more->more = op, last_more = op; 365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
496 break; 369 break;
497 } 370 }
498 371
499 op = object::create (); 372 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 } 373 }
520#endif
521 374
522 return true; 375 return true;
523} 376}
524 377
525void 378void
526maptile::activate () 379maptile::activate ()
527{ 380{
528 if (!spaces) 381 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 384 op->activate_recursive ();
534} 385}
535 386
536void 387void
537maptile::deactivate () 388maptile::deactivate ()
538{ 389{
539 if (!spaces) 390 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 393 op->deactivate_recursive ();
545} 394}
546 395
547bool 396bool
548maptile::save_objects (object_freezer &freezer, int flags) 397maptile::_save_objects (object_freezer &f, int flags)
549{ 398{
399 coroapi::cede_to_tick ();
400
550 if (flags & IO_HEADER) 401 if (flags & IO_HEADER)
551 save_header (freezer); 402 _save_header (f);
552 403
553 if (!spaces) 404 if (!spaces)
554 return false; 405 return false;
555 406
556 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
557 { 408 {
558 int unique = 0; 409 bool unique = 0;
410
559 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
560 { 412 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 414
564 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
565 continue; 416 continue;
566 417
567 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 419 {
569 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 421 op->write (f);
571 } 422 }
572 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 424 op->write (f);
574 } 425 }
575 } 426 }
576 427
428 coroapi::cede_to_tick ();
429
577 return true; 430 return true;
578} 431}
579 432
580bool 433bool
581maptile::load_objects (const char *path, bool skip_header) 434maptile::_save_objects (const char *path, int flags)
582{ 435{
583 object_thawer thawer (path); 436 object_freezer freezer;
584 437
585 if (!thawer) 438 if (!_save_objects (freezer, flags))
586 return false; 439 return false;
587 440
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); 441 return freezer.save (path);
611} 442}
612 443
613maptile::maptile () 444maptile::maptile ()
614{ 445{
615 in_memory = MAP_SWAPPED; 446 in_memory = MAP_SWAPPED;
616 447
617 /* The maps used to pick up default x and y values from the 448 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 449 * map archetype. Mimic that behaviour.
619 */ 450 */
620 width = 16; 451 width = 16;
621 height = 16; 452 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 453 timeout = 300;
624 enter_x = 0; 454 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 455 max_volume = 2000000; // 2m³
626} 456}
627 457
628maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
629{ 459{
630 in_memory = MAP_SWAPPED; 460 in_memory = MAP_SWAPPED;
736 return items; 566 return items;
737} 567}
738 568
739/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
741static void 571static const char *
742print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
743{ 573{
744 int i; 574 static dynbuf_text buf; buf.clear ();
745 char tmp[MAX_BUF];
746 575
747 strcpy (output_string, "");
748 for (i = 0; i < m->shopitems[0].index; i++) 576 for (int i = 0; i < m->shopitems[0].index; i++)
749 { 577 {
750 if (m->shopitems[i].typenum) 578 if (m->shopitems[i].typenum)
751 { 579 {
752 if (m->shopitems[i].strength) 580 if (m->shopitems[i].strength)
753 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 581 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
754 else 582 else
755 sprintf (tmp, "%s;", m->shopitems[i].name); 583 buf.printf ("%s;", m->shopitems[i].name);
756 } 584 }
757 else 585 else
758 { 586 {
759 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
760 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 588 buf.printf ("*:%d;", m->shopitems[i].strength);
761 else 589 else
762 sprintf (tmp, "*"); 590 buf.printf ("*");
763 } 591 }
764
765 strcat (output_string, tmp);
766 } 592 }
593
594 return buf;
767} 595}
768 596
769/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
770 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
771 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
776 * This could be done in lex (like the object loader), but I think 604 * 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. 605 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 606 * MSW 2001-07-01
779 */ 607 */
780bool 608bool
781maptile::load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
782{ 610{
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 (;;) 611 for (;;)
788 { 612 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 613 switch (thawer.kw)
792 { 614 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 615 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
802 break; 617 break;
803 618
804 case KW_lore: // CF+ extension 619 case KW_lore: // CF+ extension
835 case KW_winddir: thawer.get (winddir); break; 650 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
837 652
838 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
840 657
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 660
844 // old names new names 661 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 662 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; 663 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 672 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 676
677 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value);
679 break;
680
681 case KW_end:
682 thawer.next ();
683 return true;
684
860 default: 685 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 686 if (!thawer.parse_error ("map", 0))
687 return false;
862 break; 688 break;
863 } 689 }
690
691 thawer.next ();
864 } 692 }
865 693
866 abort (); 694 abort ();
867}
868
869bool
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} 695}
879 696
880/****************************************************************************** 697/******************************************************************************
881 * This is the start of unique map handling code 698 * This is the start of unique map handling code
882 *****************************************************************************/ 699 *****************************************************************************/
893 object *above = op->above; 710 object *above = op->above;
894 711
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 713 unique = 1;
897 714
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 {
900 op->destroy_inv (false);
901 op->destroy (); 716 op->destroy ();
902 }
903 717
904 op = above; 718 op = above;
905 } 719 }
906 } 720 }
907} 721}
908 722
909bool 723bool
910maptile::save_header (object_freezer &freezer) 724maptile::_save_header (object_freezer &freezer)
911{ 725{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 726#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 728
915 MAP_OUT2 (arch, "map"); 729 MAP_OUT2 (arch, "map");
917 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
923
924 if (region) MAP_OUT2 (region, region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
925 740
926 if (shopitems) 741 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); 742 MAP_OUT (shopgreed);
934 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
935 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
936 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
746
937 MAP_OUT (darkness); 747 MAP_OUT (darkness);
938 MAP_OUT (width); 748 MAP_OUT (width);
939 MAP_OUT (height); 749 MAP_OUT (height);
940 MAP_OUT (enter_x); 750 MAP_OUT (enter_x);
941 MAP_OUT (enter_y); 751 MAP_OUT (enter_y);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 767 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 768 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 769 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 770 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 771
962 MAP_OUT2 (end, 0); 772 freezer.put (this);
773 freezer.put (KW_end);
963 774
964 return true; 775 return true;
965} 776}
966 777
967bool 778bool
968maptile::save_header (const char *path) 779maptile::_save_header (const char *path)
969{ 780{
970 object_freezer freezer; 781 object_freezer freezer;
971 782
972 if (!save_header (freezer)) 783 if (!_save_header (freezer))
973 return false; 784 return false;
974 785
975 return freezer.save (path); 786 return freezer.save (path);
976} 787}
977 788
979 * Remove and free all objects in the given map. 790 * Remove and free all objects in the given map.
980 */ 791 */
981void 792void
982maptile::clear () 793maptile::clear ()
983{ 794{
984 if (!spaces) 795 if (spaces)
985 return; 796 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 797 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 798 while (object *op = ms->bot)
989 { 799 {
800 // manually remove, as to not trigger anything
801 if (ms->bot = op->above)
802 ms->bot->below = 0;
803
804 op->flag [FLAG_REMOVED] = true;
805
806 object *head = op->head_ ();
990 if (op->head) 807 if (op == head)
991 op = op->head;
992
993 op->destroy_inv (false);
994 op->destroy (); 808 op->destroy ();
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
814 }
815
816 sfree0 (spaces, size ());
995 } 817 }
996
997 sfree (spaces, size ()), spaces = 0;
998 818
999 if (buttons) 819 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
1001} 824}
1002 825
1003void 826void
1004maptile::clear_header () 827maptile::clear_header ()
1005{ 828{
1037 attachable::do_destroy (); 860 attachable::do_destroy ();
1038 861
1039 clear (); 862 clear ();
1040} 863}
1041 864
1042/* 865/* decay and destroy perishable items in a map */
1043 * Updates every button on the map (by calling update_button() for them).
1044 */
1045void 866void
1046maptile::update_buttons () 867maptile::do_decay_objects ()
1047{ 868{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next) 869 if (!spaces)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next) 870 return;
871
872 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above)
1050 { 874 {
1051 if (!ol->ob) 875 above = op->above;
876
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :)
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881 break;
882
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ())
889 ; // do not decay
890 else if (op->is_weapon ())
1052 { 891 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 892 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); 893 if (op->stats.dam < 0)
1055 continue; 894 destroy = 1;
1056 } 895 }
1057 896 else if (op->is_armor ())
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 { 897 {
1060 update_button (ol->ob); 898 op->stats.ac--;
1061 break; 899 if (op->stats.ac < 0)
900 destroy = 1;
1062 } 901 }
902 else if (op->type == FOOD)
903 {
904 op->stats.food -= rndm (5, 20);
905 if (op->stats.food < 0)
906 destroy = 1;
907 }
908 else
909 {
910 int mat = op->materials;
911
912 if (mat & M_PAPER
913 || mat & M_LEATHER
914 || mat & M_WOOD
915 || mat & M_ORGANIC
916 || mat & M_CLOTH
917 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32))
923 destroy = 1;
924 }
925
926 /* adjust overall chance below */
927 if (destroy && rndm (0, 1))
928 op->destroy ();
1063 } 929 }
1064} 930}
1065 931
1066/* 932/*
1067 * This routine is supposed to find out the difficulty of the map. 933 * This routine is supposed to find out the difficulty of the map.
1068 * difficulty does not have a lot to do with character level, 934 * difficulty does not have a lot to do with character level,
1069 * but does have a lot to do with treasure on the map. 935 * but does have a lot to do with treasure on the map.
1070 * 936 *
1071 * Difficulty can now be set by the map creature. If the value stored 937 * 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 938 * in the map is zero, then use this routine. Maps should really
1073 * have a difficulty set than using this function - human calculation 939 * have a difficulty set rather than using this function - human calculation
1074 * is much better than this functions guesswork. 940 * is much better than this function's guesswork.
1075 */ 941 */
1076int 942int
1077maptile::estimate_difficulty () const 943maptile::estimate_difficulty () const
1078{ 944{
1079 long monster_cnt = 0; 945 long monster_cnt = 0;
1091 957
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 958 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 959 {
1094 total_exp += op->stats.exp; 960 total_exp += op->stats.exp;
1095 961
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 962 if (archetype *at = op->other_arch)
963 {
1097 total_exp += at->clone.stats.exp * 8; 964 total_exp += at->stats.exp * 8;
1098
1099 monster_cnt++; 965 monster_cnt++;
966 }
967
968 for (object *inv = op->inv; inv; inv = inv->below)
969 {
970 total_exp += op->stats.exp * 8;
971 monster_cnt++;
972 }
1100 } 973 }
1101 } 974 }
1102 975
1103 avgexp = (double) total_exp / monster_cnt; 976 avgexp = (double) total_exp / monster_cnt;
1104 977
1117 * postive values make it darker, negative make it brighter 990 * postive values make it darker, negative make it brighter
1118 */ 991 */
1119int 992int
1120maptile::change_map_light (int change) 993maptile::change_map_light (int change)
1121{ 994{
1122 int new_level = darkness + change;
1123
1124 /* Nothing to do */ 995 /* Nothing to do */
1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 996 if (!change)
1126 return 0; 997 return 0;
1127 998
1128 /* inform all players on the map */ 999 /* inform all players on the map */
1129 if (change > 0) 1000 if (change > 0)
1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1001 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1131 else 1002 else
1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1133 1004
1134 /* Do extra checking. since darkness is a unsigned value, 1005 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 1006
1146 /* All clients need to get re-updated for the change */ 1007 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 1008 update_all_map_los (this);
1009
1148 return 1; 1010 return 1;
1149} 1011}
1150 1012
1151/* 1013/*
1152 * This function updates various attributes about a specific space 1014 * This function updates various attributes about a specific space
1155 * through, etc) 1017 * through, etc)
1156 */ 1018 */
1157void 1019void
1158mapspace::update_ () 1020mapspace::update_ ()
1159{ 1021{
1160 object *tmp, *last = 0; 1022 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1023 uint8 flags = P_UPTODATE, anywhere = 0;
1162 New_Face *top, *floor, *middle; 1024 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; 1025 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1026
1166 middle = blank_face; 1027 //object *middle = 0;
1167 top = blank_face; 1028 //object *top = 0;
1168 floor = blank_face; 1029 //object *floor = 0;
1030 // this seems to generate better code than using locals, above
1031 object *&top = faces_obj[0] = 0;
1032 object *&middle = faces_obj[1] = 0;
1033 object *&floor = faces_obj[2] = 0;
1169 1034
1170 middle_obj = 0;
1171 top_obj = 0;
1172 floor_obj = 0;
1173
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1036 {
1176 /* This could be made additive I guess (two lights better than 1037 // 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; 1038 light += tmp->glow_radius;
1183 1039
1184 /* This call is needed in order to update objects the player 1040 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1041 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1042 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1043 * 3 times each time the player moves, because many of the
1190 * Always put the player down for drawing. 1046 * Always put the player down for drawing.
1191 */ 1047 */
1192 if (!tmp->invisible) 1048 if (!tmp->invisible)
1193 { 1049 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1050 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1051 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1052 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1053 {
1201 /* If we got a floor, that means middle and top were below it, 1054 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1055 * so should not be visible, so we clear them.
1203 */ 1056 */
1204 middle = blank_face; 1057 middle = 0;
1205 top = blank_face; 1058 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1059 floor = tmp;
1208 } 1060 }
1209 /* Flag anywhere have high priority */ 1061 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1063 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1064 middle = tmp;
1215 anywhere = 1; 1065 anywhere = 1;
1216 } 1066 }
1067
1217 /* Find the highest visible face around. If equal 1068 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1069 * visibilities, we still want the one nearer to the
1219 * top 1070 * top
1220 */ 1071 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1073 middle = tmp;
1225 }
1226 } 1074 }
1227 1075
1228 if (tmp == tmp->above) 1076 if (tmp == tmp->above)
1229 { 1077 {
1230 LOG (llevError, "Error in structure of map\n"); 1078 LOG (llevError, "Error in structure of map\n");
1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1246 } 1094 }
1247 1095
1248 this->light = light; 1096 this->light = min (light, MAX_LIGHT_RADIUS);
1249 this->flags_ = flags; 1097 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow; 1098 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on; 1099 this->move_on = move_on;
1252 this->move_off = move_off; 1100 this->move_off = move_off;
1253 this->move_slow = move_slow; 1101 this->move_slow = move_slow;
1265 * middle face. This should not happen, as we already have the 1113 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1114 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1115 * may be possible for the faces to match but be different objects.
1268 */ 1116 */
1269 if (top == middle) 1117 if (top == middle)
1270 middle = blank_face; 1118 middle = 0;
1271 1119
1272 /* There are three posibilities at this point: 1120 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1121 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1122 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1123 * 3) neither middle or top is set - need to set both.
1276 */ 1124 */
1277 1125
1278 for (tmp = last; tmp; tmp = tmp->below) 1126 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1127 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1128 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1130 break;
1283 1131
1284 /* If two top faces are already set, quit processing */ 1132 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1133 if (top && middle)
1286 break; 1134 break;
1287 1135
1288 /* Only show visible faces, unless its the editor - show all */ 1136 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1137 if (!tmp->invisible)
1290 { 1138 {
1291 /* Fill in top if needed */ 1139 /* Fill in top if needed */
1292 if (top == blank_face) 1140 if (!top)
1293 { 1141 {
1294 top = tmp->face;
1295 top_obj = tmp; 1142 top = tmp;
1296 if (top == middle) 1143 if (top == middle)
1297 middle = blank_face; 1144 middle = 0;
1298 } 1145 }
1299 else 1146 else
1300 { 1147 {
1301 /* top is already set - we should only get here if 1148 /* top is already set - we should only get here if
1302 * middle is not set 1149 * middle is not set
1303 * 1150 *
1304 * Set the middle face and break out, since there is nothing 1151 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1152 * more to fill in. We don't check visiblity here, since
1306 * 1153 *
1307 */ 1154 */
1308 if (tmp->face != top) 1155 if (tmp != top)
1309 { 1156 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1157 middle = tmp;
1312 break; 1158 break;
1313 } 1159 }
1314 } 1160 }
1315 } 1161 }
1316 } 1162 }
1317 1163
1318 if (middle == floor) 1164 if (middle == floor)
1319 middle = blank_face; 1165 middle = 0;
1320 1166
1321 if (top == middle) 1167 if (top == middle)
1322 middle = blank_face; 1168 middle = 0;
1323 1169
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1170#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1171 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1172 faces_obj [1] = middle;
1173 faces_obj [2] = floor;
1174#endif
1327} 1175}
1328 1176
1329void 1177uint64
1330set_map_reset_time (maptile *map) 1178mapspace::volume () const
1331{ 1179{
1332 int timeout = map->reset_timeout; 1180 uint64 vol = 0;
1333 1181
1334 if (timeout <= 0) 1182 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1335 timeout = MAP_DEFAULTRESET; 1183 vol += op->volume ();
1336 if (timeout >= MAP_MAXRESET)
1337 timeout = MAP_MAXRESET;
1338 1184
1339 map->reset_time = time (0) + timeout; 1185 return vol;
1340} 1186}
1341 1187
1342/* this updates the orig_map->tile_map[tile_num] value after loading 1188maptile *
1343 * the map. It also takes care of linking back the freshly loaded 1189maptile::tile_available (int dir, bool load)
1344 * maps tile_map values if it tiles back to this one. It returns
1345 * the value of orig_map->tile_map[tile_num]. It really only does this
1346 * so that it is easier for calling functions to verify success.
1347 */
1348static maptile *
1349load_and_link_tiled_map (maptile *orig_map, int tile_num)
1350{ 1190{
1351 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1191 if (tile_path[dir])
1352 mp->load (); 1192 {
1193 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1194 return tile_map[dir];
1353 1195
1354 int dest_tile = (tile_num + 2) % 4; 1196 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1197 return tile_map[dir];
1198 }
1355 1199
1356 orig_map->tile_map[tile_num] = mp;
1357
1358 /* need to do a strcmp here as the orig_map->path is not a shared string */
1359 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1360 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1361
1362 return mp; 1200 return 0;
1363} 1201}
1364 1202
1365/* this returns TRUE if the coordinates (x,y) are out of 1203/* this returns TRUE if the coordinates (x,y) are out of
1366 * map m. This function also takes into account any 1204 * map m. This function also takes into account any
1367 * tiling considerations, loading adjacant maps as needed. 1205 * tiling considerations, loading adjacant maps as needed.
1380 if (!m) 1218 if (!m)
1381 return 0; 1219 return 0;
1382 1220
1383 if (x < 0) 1221 if (x < 0)
1384 { 1222 {
1385 if (!m->tile_path[3]) 1223 if (!m->tile_available (3))
1386 return 1; 1224 return 1;
1387 1225
1388 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1389 load_and_link_tiled_map (m, 3);
1390
1391 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1226 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1392 } 1227 }
1393 1228
1394 if (x >= m->width) 1229 if (x >= m->width)
1395 { 1230 {
1396 if (!m->tile_path[1]) 1231 if (!m->tile_available (1))
1397 return 1; 1232 return 1;
1398 1233
1399 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1400 load_and_link_tiled_map (m, 1);
1401
1402 return out_of_map (m->tile_map[1], x - m->width, y); 1234 return out_of_map (m->tile_map[1], x - m->width, y);
1403 } 1235 }
1404 1236
1405 if (y < 0) 1237 if (y < 0)
1406 { 1238 {
1407 if (!m->tile_path[0]) 1239 if (!m->tile_available (0))
1408 return 1; 1240 return 1;
1409 1241
1410 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1411 load_and_link_tiled_map (m, 0);
1412
1413 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1242 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1414 } 1243 }
1415 1244
1416 if (y >= m->height) 1245 if (y >= m->height)
1417 { 1246 {
1418 if (!m->tile_path[2]) 1247 if (!m->tile_available (2))
1419 return 1; 1248 return 1;
1420
1421 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1422 load_and_link_tiled_map (m, 2);
1423 1249
1424 return out_of_map (m->tile_map[2], x, y - m->height); 1250 return out_of_map (m->tile_map[2], x, y - m->height);
1425 } 1251 }
1426 1252
1427 /* Simple case - coordinates are within this local 1253 /* Simple case - coordinates are within this local
1432 1258
1433/* This is basically the same as out_of_map above, but 1259/* This is basically the same as out_of_map above, but
1434 * instead we return NULL if no map is valid (coordinates 1260 * instead we return NULL if no map is valid (coordinates
1435 * out of bounds and no tiled map), otherwise it returns 1261 * out of bounds and no tiled map), otherwise it returns
1436 * the map as that the coordinates are really on, and 1262 * the map as that the coordinates are really on, and
1437 * updates x and y to be the localized coordinates. 1263 * updates x and y to be the localised coordinates.
1438 * Using this is more efficient of calling out_of_map 1264 * Using this is more efficient of calling out_of_map
1439 * and then figuring out what the real map is 1265 * and then figuring out what the real map is
1440 */ 1266 */
1441maptile * 1267maptile *
1442get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1268maptile::xy_find (sint16 &x, sint16 &y)
1443{ 1269{
1444 if (*x < 0) 1270 if (x < 0)
1445 { 1271 {
1446 if (!m->tile_path[3]) 1272 if (!tile_available (3))
1447 return 0; 1273 return 0;
1448 1274
1449 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1450 load_and_link_tiled_map (m, 3);
1451
1452 *x += m->tile_map[3]->width; 1275 x += tile_map[3]->width;
1453 return (get_map_from_coord (m->tile_map[3], x, y)); 1276 return tile_map[3]->xy_find (x, y);
1454 } 1277 }
1455 1278
1456 if (*x >= m->width) 1279 if (x >= width)
1457 { 1280 {
1458 if (!m->tile_path[1]) 1281 if (!tile_available (1))
1459 return 0; 1282 return 0;
1460 1283
1461 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1462 load_and_link_tiled_map (m, 1);
1463
1464 *x -= m->width; 1284 x -= width;
1465 return (get_map_from_coord (m->tile_map[1], x, y)); 1285 return tile_map[1]->xy_find (x, y);
1466 } 1286 }
1467 1287
1468 if (*y < 0) 1288 if (y < 0)
1469 { 1289 {
1470 if (!m->tile_path[0]) 1290 if (!tile_available (0))
1471 return 0; 1291 return 0;
1472 1292
1473 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1474 load_and_link_tiled_map (m, 0);
1475
1476 *y += m->tile_map[0]->height; 1293 y += tile_map[0]->height;
1477 return (get_map_from_coord (m->tile_map[0], x, y)); 1294 return tile_map[0]->xy_find (x, y);
1478 } 1295 }
1479 1296
1480 if (*y >= m->height) 1297 if (y >= height)
1481 { 1298 {
1482 if (!m->tile_path[2]) 1299 if (!tile_available (2))
1483 return 0; 1300 return 0;
1484 1301
1485 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1486 load_and_link_tiled_map (m, 2);
1487
1488 *y -= m->height; 1302 y -= height;
1489 return (get_map_from_coord (m->tile_map[2], x, y)); 1303 return tile_map[2]->xy_find (x, y);
1490 } 1304 }
1491 1305
1492 /* Simple case - coordinates are within this local 1306 /* Simple case - coordinates are within this local
1493 * map. 1307 * map.
1494 */ 1308 */
1495
1496 m->last_access = runtime;
1497 return m; 1309 return this;
1498} 1310}
1499 1311
1500/** 1312/**
1501 * Return whether map2 is adjacent to map1. If so, store the distance from 1313 * Return whether map2 is adjacent to map1. If so, store the distance from
1502 * map1 to map2 in dx/dy. 1314 * map1 to map2 in dx/dy.
1503 */ 1315 */
1504static int 1316int
1505adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1317adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1506{ 1318{
1507 if (!map1 || !map2) 1319 if (!map1 || !map2)
1508 return 0; 1320 return 0;
1509 1321
1322 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1323 //fix: compare paths instead (this is likely faster, too!)
1510 if (map1 == map2) 1324 if (map1 == map2)
1511 { 1325 {
1512 *dx = 0; 1326 *dx = 0;
1513 *dy = 0; 1327 *dy = 0;
1514 } 1328 }
1574 } 1388 }
1575 else 1389 else
1576 return 0; 1390 return 0;
1577 1391
1578 return 1; 1392 return 1;
1393}
1394
1395maptile *
1396maptile::xy_load (sint16 &x, sint16 &y)
1397{
1398 maptile *map = xy_find (x, y);
1399
1400 if (map)
1401 map->load_sync ();
1402
1403 return map;
1404}
1405
1406maptile *
1407get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1408{
1409 return m->xy_load (*x, *y);
1579} 1410}
1580 1411
1581/* From map.c 1412/* From map.c
1582 * This is used by get_player to determine where the other 1413 * This is used by get_player to determine where the other
1583 * creature is. get_rangevector takes into account map tiling, 1414 * creature is. get_rangevector takes into account map tiling,
1584 * so you just can not look the the map coordinates and get the 1415 * so you just can not look the the map coordinates and get the
1585 * righte value. distance_x/y are distance away, which 1416 * righte value. distance_x/y are distance away, which
1586 * can be negativbe. direction is the crossfire direction scheme 1417 * can be negative. direction is the crossfire direction scheme
1587 * that the creature should head. part is the part of the 1418 * that the creature should head. part is the part of the
1588 * monster that is closest. 1419 * monster that is closest.
1589 * 1420 *
1590 * get_rangevector looks at op1 and op2, and fills in the 1421 * get_rangevector looks at op1 and op2, and fills in the
1591 * structure for op1 to get to op2. 1422 * structure for op1 to get to op2.
1602get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1433get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1603{ 1434{
1604 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1435 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1605 { 1436 {
1606 /* be conservative and fill in _some_ data */ 1437 /* be conservative and fill in _some_ data */
1607 retval->distance = 100000; 1438 retval->distance = 10000;
1608 retval->distance_x = 32767; 1439 retval->distance_x = 10000;
1609 retval->distance_y = 32767; 1440 retval->distance_y = 10000;
1610 retval->direction = 0; 1441 retval->direction = 0;
1611 retval->part = 0; 1442 retval->part = 0;
1612 } 1443 }
1613 else 1444 else
1614 { 1445 {
1619 1450
1620 best = op1; 1451 best = op1;
1621 /* If this is multipart, find the closest part now */ 1452 /* If this is multipart, find the closest part now */
1622 if (!(flags & 0x1) && op1->more) 1453 if (!(flags & 0x1) && op1->more)
1623 { 1454 {
1624 object *tmp;
1625 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1455 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1626 1456
1627 /* we just take the offset of the piece to head to figure 1457 /* we just take the offset of the piece to head to figure
1628 * distance instead of doing all that work above again 1458 * distance instead of doing all that work above again
1629 * since the distance fields we set above are positive in the 1459 * since the distance fields we set above are positive in the
1630 * same axis as is used for multipart objects, the simply arithmetic 1460 * same axis as is used for multipart objects, the simply arithmetic
1631 * below works. 1461 * below works.
1632 */ 1462 */
1633 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1463 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1634 { 1464 {
1635 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1465 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1636 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1466 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1637 if (tmpi < best_distance) 1467 if (tmpi < best_distance)
1638 { 1468 {
1639 best_distance = tmpi; 1469 best_distance = tmpi;
1640 best = tmp; 1470 best = tmp;
1641 } 1471 }
1642 } 1472 }
1473
1643 if (best != op1) 1474 if (best != op1)
1644 { 1475 {
1645 retval->distance_x += op1->x - best->x; 1476 retval->distance_x += op1->x - best->x;
1646 retval->distance_y += op1->y - best->y; 1477 retval->distance_y += op1->y - best->y;
1647 } 1478 }
1648 } 1479 }
1480
1649 retval->part = best; 1481 retval->part = best;
1650 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1482 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1651 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1483 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1652 } 1484 }
1653} 1485}
1654 1486
1655/* this is basically the same as get_rangevector above, but instead of 1487/* this is basically the same as get_rangevector above, but instead of
1660 * flags has no meaning for this function at this time - I kept it in to 1492 * flags has no meaning for this function at this time - I kept it in to
1661 * be more consistant with the above function and also in case they are needed 1493 * be more consistant with the above function and also in case they are needed
1662 * for something in the future. Also, since no object is pasted, the best 1494 * for something in the future. Also, since no object is pasted, the best
1663 * field of the rv_vector is set to NULL. 1495 * field of the rv_vector is set to NULL.
1664 */ 1496 */
1665
1666void 1497void
1667get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1498get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1668{ 1499{
1669 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1500 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1670 { 1501 {
1671 /* be conservative and fill in _some_ data */ 1502 /* be conservative and fill in _some_ data */
1672 retval->distance = 100000; 1503 retval->distance = 100000;
1678 else 1509 else
1679 { 1510 {
1680 retval->distance_x += op2->x - x; 1511 retval->distance_x += op2->x - x;
1681 retval->distance_y += op2->y - y; 1512 retval->distance_y += op2->y - y;
1682 1513
1683 retval->part = NULL; 1514 retval->part = 0;
1684 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1685 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1686 } 1517 }
1687} 1518}
1688 1519
1689/* Returns true of op1 and op2 are effectively on the same map 1520/* Returns true of op1 and op2 are effectively on the same map
1703} 1534}
1704 1535
1705object * 1536object *
1706maptile::insert (object *op, int x, int y, object *originator, int flags) 1537maptile::insert (object *op, int x, int y, object *originator, int flags)
1707{ 1538{
1708 if (!op->flag [FLAG_REMOVED])
1709 op->remove ();
1710
1711 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1539 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1712} 1540}
1713 1541
1542region *
1543maptile::region (int x, int y) const
1544{
1545 if (regions
1546 && regionmap
1547 && !OUT_OF_REAL_MAP (this, x, y))
1548 if (struct region *reg = regionmap [regions [y * width + x]])
1549 return reg;
1550
1551 if (default_region)
1552 return default_region;
1553
1554 return ::region::default_region ();
1555}
1556
1557/* picks a random object from a style map.
1558 */
1559object *
1560maptile::pick_random_object (rand_gen &gen) const
1561{
1562 /* while returning a null object will result in a crash, that
1563 * is actually preferable to an infinite loop. That is because
1564 * most servers will automatically restart in case of crash.
1565 * Change the logic on getting the random space - shouldn't make
1566 * any difference, but this seems clearer to me.
1567 */
1568 for (int i = 1000; --i;)
1569 {
1570 object *pick = at (gen (width), gen (height)).bot;
1571
1572 // do not prefer big monsters just because they are big.
1573 if (pick && pick->is_head ())
1574 return pick->head_ ();
1575 }
1576
1577 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find ("bug");
1579}
1580
1581void
1582maptile::play_sound (faceidx sound, int x, int y) const
1583{
1584 if (!sound)
1585 return;
1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598}
1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1603 for_all_players (pl)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 }
1614}
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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