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Comparing deliantra/server/common/map.C (file contents):
Revision 1.59 by root, Sat Dec 30 20:32:30 2006 UTC vs.
Revision 1.198 by root, Thu Apr 29 12:24:04 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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"
30#include "path.h" 28#include "path.h"
31 29
32/* 30//+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 31
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies 32sint8 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 33
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
170 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
205 * by the caller. 72 * by the caller.
206 */ 73 */
207int 74int
208blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
209{ 76{
210 object *tmp;
211 int mflags, blocked;
212
213 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
214 * have already checked this. 78 * have already checked this.
215 */ 79 */
216 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
217 { 81 {
218 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
219 return 1; 83 return 1;
220 } 84 }
221 85
222 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
223 * directly.
224 */
225 mflags = m->at (sx, sy).flags ();
226 87
227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
228 90
229 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
230 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
231 * things we need to do for players. 93 * things we need to do for players.
232 */ 94 */
233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
234 return 0; 96 return 0;
235 97
236 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
237 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
238 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
239 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
240 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
241 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
242 */ 104 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 106 return 0;
245 107
246 if (ob->head != NULL)
247 ob = ob->head; 108 ob = ob->head_ ();
248 109
249 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
253 */ 114 */
254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
255 { 116 {
256 117 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 { 118 {
260 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
261 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
262 * pass through this space. 121 return 1;
263 */ 122 else
264 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
265 { 126 {
266 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
267 return 1; 131 return 1;
268 else 132 }
269 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
270 } 142 }
271 else 143 else
272 { 144 return 1; // unconditional block
273 /* In this case, the player must not have the object - 145
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 146 } else {
283 { 147 // space does not block the ob, directly, but
284 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
285 * this more readable. first check - if the space blocks 149 // blocks anything
286 * movement, can't move here. 150
287 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
288 * hidden dm 152 && tmp->type != DOOR
289 */ 153 && 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; 154 return 1;
295 } 155 }
296
297 } 156 }
157
298 return 0; 158 return 0;
299} 159}
300 160
301
302/* 161/*
303 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
304 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
308 * 167 *
309 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
310 * 169 *
311 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
323 * 182 *
324 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
326 * against the move_block values. 185 * against the move_block values.
327 */ 186 */
328int 187bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
330{ 189{
331 archetype *tmp; 190 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 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
345 193
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
347 { 195 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 196
350 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 198
352 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 200 return 1;
354 201
355 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
356 203 * (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. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 205 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 207 continue;
364 208
365 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
367 */ 211 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
369 return P_NO_PASS; 213 return 1;
370 } 214 }
371 215
372 return 0; 216 return 0;
373} 217}
374 218
375/* When the map is loaded, load_object does not actually insert objects 219//-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;
385 220
386 container->inv = 0; 221void
387 while (tmp) 222maptile::set_object_flag (int flag, int value)
388 { 223{
389 next = tmp->below; 224 if (!spaces)
390 if (tmp->inv) 225 return;
391 fix_container (tmp);
392 226
393 insert_ob_in_ob (tmp, container); 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
394 tmp = next; 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
395 } 229 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} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
402 259
403/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 264 */
409void 265void
410maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
411{ 267{
412 if (!spaces) 268 if (!spaces)
413 return; 269 return;
414 270
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
417 { 275 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 277 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 { 278 {
432 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
433 281
434 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 284 // 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); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
449 } 289 }
290 else
291 op = op->above;
450 } 292 }
451
452 tmp = above;
453 } 293 }
454} 294}
295
296//-GPL
455 297
456/* 298/*
457 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 300 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 301 */
461bool 302bool
462maptile::load_objects (object_thawer &thawer) 303maptile::_load_objects (object_thawer &f)
463{ 304{
464 int unique; 305 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 { 306 {
472 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 308
474 * or editor will not be able to do anything with it either. 309 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 310 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 op->update_weight ();
317
318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
341 }
342
479 continue; 343 continue;
480 }
481 344
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: 345 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 346 return true;
495 op->head = prev, last_more->more = op, last_more = op; 347
348 default:
349 if (!f.parse_error ("map file"))
350 return false;
496 break; 351 break;
497 } 352 }
498 353
499 op = object::create (); 354 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 } 355 }
520#endif
521 356
522 return true; 357 return true;
523} 358}
524 359
525void 360void
526maptile::activate () 361maptile::activate ()
527{ 362{
528 if (!spaces) 363 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 365 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 366 op->activate_recursive ();
534} 367}
535 368
536void 369void
537maptile::deactivate () 370maptile::deactivate ()
538{ 371{
539 if (!spaces) 372 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 374 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 375 op->deactivate_recursive ();
545} 376}
546 377
547bool 378bool
548maptile::save_objects (object_freezer &freezer, int flags) 379maptile::_save_objects (object_freezer &f, int flags)
549{ 380{
381 coroapi::cede_to_tick ();
382
550 if (flags & IO_HEADER) 383 if (flags & IO_HEADER)
551 save_header (freezer); 384 _save_header (f);
552 385
553 if (!spaces) 386 if (!spaces)
554 return false; 387 return false;
555 388
556 for (int i = 0; i < size (); ++i) 389 for (int i = 0; i < size (); ++i)
557 { 390 {
558 int unique = 0; 391 bool unique = 0;
392
559 for (object *op = spaces [i].bot; op; op = op->above) 393 for (object *op = spaces [i].bot; op; op = op->above)
560 { 394 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 396
564 if (!op->can_map_save ()) 397 if (expect_false (!op->can_map_save ()))
565 continue; 398 continue;
566 399
567 if (unique || op->flag [FLAG_UNIQUE]) 400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 401 {
569 if (flags & IO_UNIQUES) 402 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 403 op->write (f);
571 } 404 }
572 else if (flags & IO_OBJECTS) 405 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 406 op->write (f);
574 } 407 }
575 } 408 }
576 409
410 coroapi::cede_to_tick ();
411
577 return true; 412 return true;
578} 413}
579 414
580bool 415bool
581maptile::load_objects (const char *path, bool skip_header) 416maptile::_save_objects (const char *path, int flags)
582{ 417{
583 object_thawer thawer (path); 418 object_freezer freezer;
584 419
585 if (!thawer) 420 if (!_save_objects (freezer, flags))
586 return false; 421 return false;
587 422
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); 423 return freezer.save (path);
611} 424}
612 425
613maptile::maptile () 426void
427maptile::init ()
614{ 428{
615 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
616 430
617 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
619 */ 433 */
620 width = 16; 434 width = 16;
621 height = 16; 435 height = 16;
436 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³
622 reset_timeout = 0; 439 reset_timeout = 0;
623 timeout = 300;
624 enter_x = 0; 440 enter_x = 0;
625 enter_y = 0; 441 enter_y = 0;
626} 442}
627 443
444maptile::maptile ()
445{
446 init ();
447}
448
628maptile::maptile (int w, int h) 449maptile::maptile (int w, int h)
629{ 450{
630 in_memory = MAP_SWAPPED; 451 init ();
631 452
632 width = w; 453 width = w;
633 height = h; 454 height = h;
634 reset_timeout = 0;
635 timeout = 300;
636 enter_x = 0;
637 enter_y = 0;
638 455
639 alloc (); 456 alloc ();
640} 457}
641 458
642/* 459/*
650 if (spaces) 467 if (spaces)
651 return; 468 return;
652 469
653 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
654} 471}
472
473//+GPL
655 474
656/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* 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 476 * corresponding to that string. Memory is allocated for this, it must be freed
658 * at a later date. 477 * at a later date.
659 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
736 return items; 555 return items;
737} 556}
738 557
739/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
740 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
741static void 560static const char *
742print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
743{ 562{
744 int i; 563 static dynbuf_text buf; buf.clear ();
745 char tmp[MAX_BUF]; 564 bool first = true;
746 565
747 strcpy (output_string, "");
748 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
749 { 567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
750 if (m->shopitems[i].typenum) 573 if (m->shopitems[i].typenum)
751 { 574 {
752 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
753 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 576 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
754 else 577 else
755 sprintf (tmp, "%s;", m->shopitems[i].name); 578 buf.printf ("%s", m->shopitems[i].name);
756 } 579 }
757 else 580 else
758 { 581 {
759 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
760 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 583 buf.printf ("*:%d", m->shopitems[i].strength);
761 else 584 else
762 sprintf (tmp, "*"); 585 buf.printf ("*");
763 } 586 }
764
765 strcat (output_string, tmp);
766 } 587 }
588
589 return buf;
767} 590}
591
592//-GPL
768 593
769/* This loads the header information of the map. The header 594/* This loads the header information of the map. The header
770 * contains things like difficulty, size, timeout, etc. 595 * contains things like difficulty, size, timeout, etc.
771 * this used to be stored in the map object, but with the 596 * this used to be stored in the map object, but with the
772 * addition of tiling, fields beyond that easily named in an 597 * addition of tiling, fields beyond that easily named in an
776 * This could be done in lex (like the object loader), but I think 601 * 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. 602 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 603 * MSW 2001-07-01
779 */ 604 */
780bool 605bool
781maptile::load_header (object_thawer &thawer) 606maptile::_load_header (object_thawer &thawer)
782{ 607{
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 (;;) 608 for (;;)
788 { 609 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 610 switch (thawer.kw)
792 { 611 {
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: 612 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 613 thawer.get_ml (KW_endmsg, msg);
802 break; 614 break;
803 615
804 case KW_lore: // CF+ extension 616 case KW_lore: // CF+ extension
826 case KW_shopgreed: thawer.get (shopgreed); break; 638 case KW_shopgreed: thawer.get (shopgreed); break;
827 case KW_shopmin: thawer.get (shopmin); break; 639 case KW_shopmin: thawer.get (shopmin); break;
828 case KW_shopmax: thawer.get (shopmax); break; 640 case KW_shopmax: thawer.get (shopmax); break;
829 case KW_shoprace: thawer.get (shoprace); break; 641 case KW_shoprace: thawer.get (shoprace); break;
830 case KW_outdoor: thawer.get (outdoor); break; 642 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;
837 643
838 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
840 648
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 649 case KW_region: thawer.get (default_region); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 651
844 // old names new names 652 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 653 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; 654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 663 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 664 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 665 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 666 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 667
668 case KW_ERROR:
669 set_key_text (thawer.kw_str, thawer.value);
670 break;
671
672 case KW_end:
673 thawer.next ();
674 return true;
675
860 default: 676 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 677 if (!thawer.parse_error ("map"))
678 return false;
862 break; 679 break;
863 } 680 }
681
682 thawer.next ();
864 } 683 }
865 684
866 abort (); 685 abort ();
867} 686}
868 687
869bool 688//+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}
879 689
880/****************************************************************************** 690/******************************************************************************
881 * This is the start of unique map handling code 691 * This is the start of unique map handling code
882 *****************************************************************************/ 692 *****************************************************************************/
883 693
890 int unique = 0; 700 int unique = 0;
891 for (object *op = spaces [i].bot; op; ) 701 for (object *op = spaces [i].bot; op; )
892 { 702 {
893 object *above = op->above; 703 object *above = op->above;
894 704
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
896 unique = 1; 706 unique = 1;
897 707
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
899 {
900 op->destroy_inv (false);
901 op->destroy (); 709 op->destroy ();
902 }
903 710
904 op = above; 711 op = above;
905 } 712 }
906 } 713 }
907} 714}
908 715
716//-GPL
717
909bool 718bool
910maptile::save_header (object_freezer &freezer) 719maptile::_save_header (object_freezer &freezer)
911{ 720{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 721#define MAP_OUT(k) freezer.put (KW(k), k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 722#define MAP_OUT2(k,v) freezer.put (KW(k), v)
914 723
915 MAP_OUT2 (arch, "map"); 724 MAP_OUT2 (arch, CS(map));
916 725
917 if (name) MAP_OUT (name); 726 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 727 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 728 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 729 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 730 MAP_OUT (fixed_resettime);
731 MAP_OUT (no_reset);
732 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 733 MAP_OUT (difficulty);
923
924 if (region) MAP_OUT2 (region, region->name); 734 if (default_region) MAP_OUT2 (region, default_region->name);
925 735
926 if (shopitems) 736 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); 737 MAP_OUT (shopgreed);
934 MAP_OUT (shopmin); 738 MAP_OUT (shopmin);
935 MAP_OUT (shopmax); 739 MAP_OUT (shopmax);
936 if (shoprace) MAP_OUT (shoprace); 740 if (shoprace) MAP_OUT (shoprace);
937 MAP_OUT (darkness); 741
938 MAP_OUT (width); 742 MAP_OUT (width);
939 MAP_OUT (height); 743 MAP_OUT (height);
940 MAP_OUT (enter_x); 744 MAP_OUT (enter_x);
941 MAP_OUT (enter_y); 745 MAP_OUT (enter_y);
942 746 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); 747 MAP_OUT (outdoor);
947 MAP_OUT (temp); 748
948 MAP_OUT (pressure); 749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
949 MAP_OUT (humid); 750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
950 MAP_OUT (windspeed);
951 MAP_OUT (winddir);
952 MAP_OUT (sky);
953 751
954 MAP_OUT (per_player); 752 MAP_OUT (per_player);
955 MAP_OUT (per_party); 753 MAP_OUT (per_party);
956 754
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 755 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]); 756 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]); 757 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]); 758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 759
962 MAP_OUT2 (end, 0); 760 freezer.put (this);
761 freezer.put (KW(end));
963 762
964 return true; 763 return true;
965} 764}
966 765
967bool 766bool
968maptile::save_header (const char *path) 767maptile::_save_header (const char *path)
969{ 768{
970 object_freezer freezer; 769 object_freezer freezer;
971 770
972 if (!save_header (freezer)) 771 if (!_save_header (freezer))
973 return false; 772 return false;
974 773
975 return freezer.save (path); 774 return freezer.save (path);
976} 775}
776
777//+GPL
977 778
978/* 779/*
979 * Remove and free all objects in the given map. 780 * Remove and free all objects in the given map.
980 */ 781 */
981void 782void
982maptile::clear () 783maptile::clear ()
983{ 784{
984 if (!spaces) 785 if (spaces)
985 return; 786 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 787 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 788 while (object *op = ms->bot)
989 { 789 {
790 // manually remove, as to not trigger anything
791 if (ms->bot = op->above)
792 ms->bot->below = 0;
793
794 op->flag [FLAG_REMOVED] = true;
795
796 object *head = op->head_ ();
990 if (op->head) 797 if (op == head)
991 op = op->head;
992
993 op->destroy_inv (false);
994 op->destroy (); 798 op->destroy ();
799 else if (head->map != op->map)
800 {
801 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
802 head->destroy ();
803 }
804 }
805
806 sfree0 (spaces, size ());
995 } 807 }
996
997 sfree (spaces, size ()), spaces = 0;
998 808
999 if (buttons) 809 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 810 free_objectlinkpt (buttons), buttons = 0;
811
812 sfree0 (regions, size ());
813 delete [] regionmap; regionmap = 0;
1001} 814}
1002 815
1003void 816void
1004maptile::clear_header () 817maptile::clear_header ()
1005{ 818{
1037 attachable::do_destroy (); 850 attachable::do_destroy ();
1038 851
1039 clear (); 852 clear ();
1040} 853}
1041 854
1042/* 855/* decay and destroy perishable items in a map */
1043 * Updates every button on the map (by calling update_button() for them). 856// TODO: should be done regularly, not on map load?
1044 */
1045void 857void
1046maptile::update_buttons () 858maptile::do_decay_objects ()
1047{ 859{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next) 860 if (!spaces)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next) 861 return;
862
863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above)
1050 { 865 {
1051 if (!ol->ob) 866 above = op->above;
867
868 // do not decay anything above unique floor tiles (yet :)
869 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
870 break;
871
872 bool destroy = 0;
873
874 if (op->flag [FLAG_IS_FLOOR]
875 || op->flag [FLAG_OBJ_ORIGINAL]
876 || op->flag [FLAG_UNIQUE]
877 || op->flag [FLAG_OVERLAY_FLOOR]
878 || op->flag [FLAG_UNPAID]
879 || op->is_alive ())
880 ; // do not decay
881 else if (op->is_weapon ())
1052 { 882 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 883 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); 884 if (op->stats.dam < 0)
1055 continue; 885 destroy = 1;
1056 } 886 }
1057 887 else if (op->is_armor ())
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 { 888 {
1060 update_button (ol->ob); 889 op->stats.ac--;
1061 break; 890 if (op->stats.ac < 0)
891 destroy = 1;
1062 } 892 }
893 else if (op->type == FOOD)
894 {
895 op->stats.food -= rndm (5, 20);
896 if (op->stats.food < 0)
897 destroy = 1;
898 }
899 else
900 {
901 int mat = op->materials;
902
903 if (mat & M_PAPER
904 || mat & M_LEATHER
905 || mat & M_WOOD
906 || mat & M_ORGANIC
907 || mat & M_CLOTH
908 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 //|| (mat & M_ICE && temp > 32)
914 )
915 destroy = 1;
916 }
917
918 /* adjust overall chance below */
919 if (destroy && rndm (0, 1))
920 op->destroy ();
1063 } 921 }
1064} 922}
1065 923
1066/* 924/*
1067 * This routine is supposed to find out the difficulty of the map. 925 * This routine is supposed to find out the difficulty of the map.
1068 * difficulty does not have a lot to do with character level, 926 * difficulty does not have a lot to do with character level,
1069 * but does have a lot to do with treasure on the map. 927 * but does have a lot to do with treasure on the map.
1070 * 928 *
1071 * Difficulty can now be set by the map creature. If the value stored 929 * 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 930 * in the map is zero, then use this routine. Maps should really
1073 * have a difficulty set than using this function - human calculation 931 * have a difficulty set rather than using this function - human calculation
1074 * is much better than this functions guesswork. 932 * is much better than this function's guesswork.
1075 */ 933 */
1076int 934int
1077maptile::estimate_difficulty () const 935maptile::estimate_difficulty () const
1078{ 936{
1079 long monster_cnt = 0; 937 long monster_cnt = 0;
1081 sint64 total_exp = 0; 939 sint64 total_exp = 0;
1082 940
1083 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1084 for (object *op = ms->bot; op; op = op->above) 942 for (object *op = ms->bot; op; op = op->above)
1085 { 943 {
1086 if (QUERY_FLAG (op, FLAG_MONSTER)) 944 if (op->flag [FLAG_MONSTER])
1087 { 945 {
1088 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
1089 monster_cnt++; 947 monster_cnt++;
1090 } 948 }
1091 949
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 950 if (op->flag [FLAG_GENERATOR])
1093 { 951 {
1094 total_exp += op->stats.exp; 952 total_exp += op->stats.exp;
1095 953
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 954 if (archetype *at = op->other_arch)
955 {
1097 total_exp += at->clone.stats.exp * 8; 956 total_exp += at->stats.exp * 8;
1098
1099 monster_cnt++; 957 monster_cnt++;
958 }
959
960 for (object *inv = op->inv; inv; inv = inv->below)
961 {
962 total_exp += op->stats.exp * 8;
963 monster_cnt++;
964 }
1100 } 965 }
1101 } 966 }
1102 967
1103 avgexp = (double) total_exp / monster_cnt; 968 avgexp = (double) total_exp / monster_cnt;
1104 969
1117 * postive values make it darker, negative make it brighter 982 * postive values make it darker, negative make it brighter
1118 */ 983 */
1119int 984int
1120maptile::change_map_light (int change) 985maptile::change_map_light (int change)
1121{ 986{
1122 int new_level = darkness + change;
1123
1124 /* Nothing to do */ 987 /* Nothing to do */
1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 988 if (!change)
1126 return 0; 989 return 0;
1127 990
1128 /* inform all players on the map */ 991 /* inform all players on the map */
1129 if (change > 0) 992 if (change > 0)
1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 993 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1131 else 994 else
1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 995 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1133 996
1134 /* Do extra checking. since darkness is a unsigned value, 997 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 998
1146 /* All clients need to get re-updated for the change */ 999 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 1000 update_all_map_los (this);
1001
1148 return 1; 1002 return 1;
1149} 1003}
1150 1004
1151/* 1005/*
1152 * This function updates various attributes about a specific space 1006 * This function updates various attributes about a specific space
1155 * through, etc) 1009 * through, etc)
1156 */ 1010 */
1157void 1011void
1158mapspace::update_ () 1012mapspace::update_ ()
1159{ 1013{
1160 object *tmp, *last = 0; 1014 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1015 uint8 flags = P_UPTODATE;
1162 New_Face *top, *floor, *middle; 1016 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; 1017 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 uint64_t volume = 0;
1019 uint32_t items = 0;
1020 object *anywhere = 0;
1021 uint8_t middle_visibility = 0;
1165 1022
1166 middle = blank_face; 1023 //object *middle = 0;
1167 top = blank_face; 1024 //object *top = 0;
1168 floor = blank_face; 1025 //object *floor = 0;
1026 // this seems to generate better code than using locals, above
1027 object *&top = faces_obj[0] = 0;
1028 object *&middle = faces_obj[1] = 0;
1029 object *&floor = faces_obj[2] = 0;
1169 1030
1170 middle_obj = 0; 1031 object::flags_t allflags; // all flags of all objects or'ed together
1171 top_obj = 0;
1172 floor_obj = 0;
1173 1032
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1034 {
1176 /* This could be made additive I guess (two lights better than 1035 // 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; 1036 light += tmp->glow_radius;
1183 1037
1184 /* This call is needed in order to update objects the player 1038 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1039 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1040 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1041 * 3 times each time the player moves, because many of the
1188 * functions the move_player calls eventualy call this. 1042 * functions the move_player calls eventualy call this.
1189 * 1043 *
1190 * Always put the player down for drawing. 1044 * Always put the player down for drawing.
1191 */ 1045 */
1192 if (!tmp->invisible) 1046 if (expect_true (!tmp->invisible))
1193 { 1047 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1049 top = tmp;
1198 } 1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1051 {
1201 /* If we got a floor, that means middle and top were below it, 1052 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1053 * so should not be visible, so we clear them.
1203 */ 1054 */
1204 middle = blank_face; 1055 middle = 0;
1205 top = blank_face; 1056 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1208 } 1060 }
1209 /* Flag anywhere have high priority */ 1061 else
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1062 {
1212 middle = tmp->face; 1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1213 1068
1214 middle_obj = tmp; 1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1215 anywhere = 1; 1071 anywhere = tmp;
1072
1073 /* Find the highest visible face around. If equal
1074 * visibilities, we still want the one nearer to the
1075 * top
1076 */
1077 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 {
1079 middle_visibility = ::faces [tmp->face].visibility;
1080 middle = tmp;
1081 }
1216 } 1082 }
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 } 1083 }
1233 1084
1234 move_slow |= tmp->move_slow; 1085 move_slow |= tmp->move_slow;
1235 move_block |= tmp->move_block; 1086 move_block |= tmp->move_block;
1236 move_on |= tmp->move_on; 1087 move_on |= tmp->move_on;
1237 move_off |= tmp->move_off; 1088 move_off |= tmp->move_off;
1238 move_allow |= tmp->move_allow; 1089 move_allow |= tmp->move_allow;
1239 1090
1240 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1091 allflags |= tmp->flag;
1241 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1092
1242 if (tmp->type == PLAYER) flags |= P_PLAYER; 1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1094 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 } 1095 }
1247 1096
1248 this->light = light; 1097 // FLAG_SEE_ANYWHERE takes precedence
1098 if (anywhere)
1099 middle = anywhere;
1100
1101 // ORing all flags together and checking them here is much faster
1102 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1106
1107 this->light = min (light, MAX_LIGHT_RADIUS);
1249 this->flags_ = flags; 1108 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow; 1109 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on; 1110 this->move_on = move_on;
1252 this->move_off = move_off; 1111 this->move_off = move_off;
1253 this->move_slow = move_slow; 1112 this->move_slow = move_slow;
1113 this->volume_ = (volume + 1023) / 1024;
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1254 1115
1255 /* At this point, we have a floor face (if there is a floor), 1116 /* 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 1117 * and the floor is set - we are not going to touch it at
1257 * this point. 1118 * this point.
1258 * middle contains the highest visibility face. 1119 * middle contains the highest visibility face.
1265 * middle face. This should not happen, as we already have the 1126 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1127 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1128 * may be possible for the faces to match but be different objects.
1268 */ 1129 */
1269 if (top == middle) 1130 if (top == middle)
1270 middle = blank_face; 1131 middle = 0;
1271 1132
1272 /* There are three posibilities at this point: 1133 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1134 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1135 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1136 * 3) neither middle or top is set - need to set both.
1276 */ 1137 */
1277 1138
1278 for (tmp = last; tmp; tmp = tmp->below) 1139 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1140 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1141 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1142 if (tmp->flag [FLAG_IS_FLOOR])
1282 break; 1143 break;
1283 1144
1284 /* If two top faces are already set, quit processing */ 1145 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1146 if (top && middle)
1286 break; 1147 break;
1287 1148
1288 /* Only show visible faces, unless its the editor - show all */ 1149 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1150 if (!tmp->invisible)
1290 { 1151 {
1291 /* Fill in top if needed */ 1152 /* Fill in top if needed */
1292 if (top == blank_face) 1153 if (!top)
1293 { 1154 {
1294 top = tmp->face;
1295 top_obj = tmp; 1155 top = tmp;
1296 if (top == middle) 1156 if (top == middle)
1297 middle = blank_face; 1157 middle = 0;
1298 } 1158 }
1299 else 1159 else
1300 { 1160 {
1301 /* top is already set - we should only get here if 1161 /* top is already set - we should only get here if
1302 * middle is not set 1162 * middle is not set
1303 * 1163 *
1304 * Set the middle face and break out, since there is nothing 1164 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1165 * more to fill in. We don't check visiblity here, since
1306 * 1166 *
1307 */ 1167 */
1308 if (tmp->face != top) 1168 if (tmp != top)
1309 { 1169 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1170 middle = tmp;
1312 break; 1171 break;
1313 } 1172 }
1314 } 1173 }
1315 } 1174 }
1316 } 1175 }
1317 1176
1318 if (middle == floor) 1177 if (middle == floor)
1319 middle = blank_face; 1178 middle = 0;
1320 1179
1321 if (top == middle) 1180 if (top == middle)
1322 middle = blank_face; 1181 middle = 0;
1323 1182
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1183#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1184 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1185 faces_obj [1] = middle;
1186 faces_obj [2] = floor;
1187#endif
1327} 1188}
1328 1189
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1190maptile *
1330 * the map. It also takes care of linking back the freshly loaded 1191maptile::tile_available (int dir, bool load)
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{ 1192{
1338 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1193 if (tile_path[dir])
1339 mp->load (); 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1340 1197
1341 int dest_tile = (tile_num + 2) % 4; 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1342 1201
1343 orig_map->tile_map[tile_num] = mp;
1344
1345 /* need to do a strcmp here as the orig_map->path is not a shared string */
1346 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1347 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1348
1349 return mp; 1202 return 0;
1350} 1203}
1351 1204
1352/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1353 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1354 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1367 if (!m) 1220 if (!m)
1368 return 0; 1221 return 0;
1369 1222
1370 if (x < 0) 1223 if (x < 0)
1371 { 1224 {
1372 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1373 return 1; 1226 return 1;
1374 1227
1375 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1376 load_and_link_tiled_map (m, 3);
1377
1378 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1379 } 1229 }
1380 1230
1381 if (x >= m->width) 1231 if (x >= m->width)
1382 { 1232 {
1383 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1384 return 1; 1234 return 1;
1385 1235
1386 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1387 load_and_link_tiled_map (m, 1);
1388
1389 return out_of_map (m->tile_map[1], x - m->width, y); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
1390 } 1237 }
1391 1238
1392 if (y < 0) 1239 if (y < 0)
1393 { 1240 {
1394 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1395 return 1; 1242 return 1;
1396 1243
1397 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1398 load_and_link_tiled_map (m, 0);
1399
1400 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1401 } 1245 }
1402 1246
1403 if (y >= m->height) 1247 if (y >= m->height)
1404 { 1248 {
1405 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1406 return 1; 1250 return 1;
1407
1408 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1409 load_and_link_tiled_map (m, 2);
1410 1251
1411 return out_of_map (m->tile_map[2], x, y - m->height); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
1412 } 1253 }
1413 1254
1414 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1419 1260
1420/* This is basically the same as out_of_map above, but 1261/* This is basically the same as out_of_map above, but
1421 * instead we return NULL if no map is valid (coordinates 1262 * instead we return NULL if no map is valid (coordinates
1422 * out of bounds and no tiled map), otherwise it returns 1263 * out of bounds and no tiled map), otherwise it returns
1423 * the map as that the coordinates are really on, and 1264 * the map as that the coordinates are really on, and
1424 * updates x and y to be the localized coordinates. 1265 * updates x and y to be the localised coordinates.
1425 * Using this is more efficient of calling out_of_map 1266 * Using this is more efficient of calling out_of_map
1426 * and then figuring out what the real map is 1267 * and then figuring out what the real map is
1427 */ 1268 */
1428maptile * 1269maptile *
1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1430{ 1271{
1431 if (*x < 0) 1272 if (x < 0)
1432 { 1273 {
1433 if (!m->tile_path[3]) 1274 if (!tile_available (3))
1434 return 0; 1275 return 0;
1435 1276
1436 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1437 load_and_link_tiled_map (m, 3);
1438
1439 *x += m->tile_map[3]->width; 1277 x += tile_map[3]->width;
1440 return (get_map_from_coord (m->tile_map[3], x, y)); 1278 return tile_map[3]->xy_find (x, y);
1441 } 1279 }
1442 1280
1443 if (*x >= m->width) 1281 if (x >= width)
1444 { 1282 {
1445 if (!m->tile_path[1]) 1283 if (!tile_available (1))
1446 return 0; 1284 return 0;
1447 1285
1448 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1449 load_and_link_tiled_map (m, 1);
1450
1451 *x -= m->width; 1286 x -= width;
1452 return (get_map_from_coord (m->tile_map[1], x, y)); 1287 return tile_map[1]->xy_find (x, y);
1453 } 1288 }
1454 1289
1455 if (*y < 0) 1290 if (y < 0)
1456 { 1291 {
1457 if (!m->tile_path[0]) 1292 if (!tile_available (0))
1458 return 0; 1293 return 0;
1459 1294
1460 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1461 load_and_link_tiled_map (m, 0);
1462
1463 *y += m->tile_map[0]->height; 1295 y += tile_map[0]->height;
1464 return (get_map_from_coord (m->tile_map[0], x, y)); 1296 return tile_map[0]->xy_find (x, y);
1465 } 1297 }
1466 1298
1467 if (*y >= m->height) 1299 if (y >= height)
1468 { 1300 {
1469 if (!m->tile_path[2]) 1301 if (!tile_available (2))
1470 return 0; 1302 return 0;
1471 1303
1472 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1473 load_and_link_tiled_map (m, 2);
1474
1475 *y -= m->height; 1304 y -= height;
1476 return (get_map_from_coord (m->tile_map[2], x, y)); 1305 return tile_map[2]->xy_find (x, y);
1477 } 1306 }
1478 1307
1479 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1480 * map. 1309 * map.
1481 */ 1310 */
1482 return m; 1311 return this;
1483} 1312}
1484 1313
1485/** 1314/**
1486 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
1487 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
1488 */ 1317 */
1489static int 1318int
1490adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1491{ 1320{
1492 if (!map1 || !map2) 1321 if (!map1 || !map2)
1493 return 0; 1322 return 0;
1494 1323
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 //fix: compare paths instead (this is likely faster, too!)
1495 if (map1 == map2) 1326 if (map1 == map2)
1496 { 1327 {
1497 *dx = 0; 1328 *dx = 0;
1498 *dy = 0; 1329 *dy = 0;
1499 } 1330 }
1559 } 1390 }
1560 else 1391 else
1561 return 0; 1392 return 0;
1562 1393
1563 return 1; 1394 return 1;
1395}
1396
1397maptile *
1398maptile::xy_load (sint16 &x, sint16 &y)
1399{
1400 maptile *map = xy_find (x, y);
1401
1402 if (map)
1403 map->load_sync ();
1404
1405 return map;
1406}
1407
1408maptile *
1409get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410{
1411 return m->xy_load (*x, *y);
1564} 1412}
1565 1413
1566/* From map.c 1414/* From map.c
1567 * This is used by get_player to determine where the other 1415 * This is used by get_player to determine where the other
1568 * creature is. get_rangevector takes into account map tiling, 1416 * creature is. get_rangevector takes into account map tiling,
1569 * so you just can not look the the map coordinates and get the 1417 * so you just can not look the the map coordinates and get the
1570 * righte value. distance_x/y are distance away, which 1418 * righte value. distance_x/y are distance away, which
1571 * can be negativbe. direction is the crossfire direction scheme 1419 * can be negative. direction is the crossfire direction scheme
1572 * that the creature should head. part is the part of the 1420 * that the creature should head. part is the part of the
1573 * monster that is closest. 1421 * monster that is closest.
1574 * 1422 *
1575 * get_rangevector looks at op1 and op2, and fills in the 1423 * get_rangevector looks at op1 and op2, and fills in the
1576 * structure for op1 to get to op2. 1424 * structure for op1 to get to op2.
1582 * 1430 *
1583 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
1584 * closest body part of 'op1' 1432 * closest body part of 'op1'
1585 */ 1433 */
1586void 1434void
1587get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1588{ 1436{
1589 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1590 { 1438 {
1591 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1592 retval->distance = 100000; 1440 retval->distance = 10000;
1593 retval->distance_x = 32767; 1441 retval->distance_x = 10000;
1594 retval->distance_y = 32767; 1442 retval->distance_y = 10000;
1595 retval->direction = 0; 1443 retval->direction = 0;
1596 retval->part = 0; 1444 retval->part = 0;
1597 } 1445 }
1598 else 1446 else
1599 { 1447 {
1600 object *best;
1601
1602 retval->distance_x += op2->x - op1->x; 1448 retval->distance_x += op2->x - op1->x;
1603 retval->distance_y += op2->y - op1->y; 1449 retval->distance_y += op2->y - op1->y;
1604 1450
1605 best = op1; 1451 object *best = op1;
1452
1606 /* If this is multipart, find the closest part now */ 1453 /* If this is multipart, find the closest part now */
1607 if (!(flags & 0x1) && op1->more) 1454 if (!(flags & 1) && op1->more)
1608 { 1455 {
1609 object *tmp; 1456 int best_distance = idistance (retval->distance_x, retval->distance_y);
1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1611 1457
1612 /* we just take the offset of the piece to head to figure 1458 /* we just take the offset of the piece to head to figure
1613 * distance instead of doing all that work above again 1459 * distance instead of doing all that work above again
1614 * since the distance fields we set above are positive in the 1460 * since the distance fields we set above are positive in the
1615 * same axis as is used for multipart objects, the simply arithmetic 1461 * same axis as is used for multipart objects, the simply arithmetic
1616 * below works. 1462 * below works.
1617 */ 1463 */
1618 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 { 1465 {
1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1466 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1467
1622 if (tmpi < best_distance) 1468 if (tmpi < best_distance)
1623 { 1469 {
1624 best_distance = tmpi; 1470 best_distance = tmpi;
1625 best = tmp; 1471 best = tmp;
1626 } 1472 }
1627 } 1473 }
1474
1628 if (best != op1) 1475 if (best != op1)
1629 { 1476 {
1630 retval->distance_x += op1->x - best->x; 1477 retval->distance_x += op1->x - best->x;
1631 retval->distance_y += op1->y - best->y; 1478 retval->distance_y += op1->y - best->y;
1632 } 1479 }
1633 } 1480 }
1481
1634 retval->part = best; 1482 retval->part = best;
1635 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1483 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1636 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1637 } 1485 }
1638} 1486}
1639 1487
1640/* this is basically the same as get_rangevector above, but instead of 1488/* this is basically the same as get_rangevector above, but instead of
1641 * the first parameter being an object, it instead is the map 1489 * the first parameter being an object, it instead is the map
1645 * flags has no meaning for this function at this time - I kept it in to 1493 * flags has no meaning for this function at this time - I kept it in to
1646 * be more consistant with the above function and also in case they are needed 1494 * be more consistant with the above function and also in case they are needed
1647 * for something in the future. Also, since no object is pasted, the best 1495 * for something in the future. Also, since no object is pasted, the best
1648 * field of the rv_vector is set to NULL. 1496 * field of the rv_vector is set to NULL.
1649 */ 1497 */
1650
1651void 1498void
1652get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1499get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1653{ 1500{
1654 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1655 { 1502 {
1656 /* be conservative and fill in _some_ data */ 1503 /* be conservative and fill in _some_ data */
1657 retval->distance = 100000; 1504 retval->distance = 100000;
1658 retval->distance_x = 32767; 1505 retval->distance_x = 32767;
1659 retval->distance_y = 32767; 1506 retval->distance_y = 32767;
1660 retval->direction = 0; 1507 retval->direction = 0;
1661 retval->part = 0; 1508 retval->part = 0;
1662 } 1509 }
1663 else 1510 else
1664 { 1511 {
1665 retval->distance_x += op2->x - x; 1512 retval->distance_x += op2->x - x;
1666 retval->distance_y += op2->y - y; 1513 retval->distance_y += op2->y - y;
1667 1514
1668 retval->part = NULL; 1515 retval->part = 0;
1669 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1670 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1671 } 1518 }
1672} 1519}
1673 1520
1674/* Returns true of op1 and op2 are effectively on the same map 1521/* Returns true of op1 and op2 are effectively on the same map
1675 * (as related to map tiling). Note that this looks for a path from 1522 * (as related to map tiling). Note that this looks for a path from
1685 int dx, dy; 1532 int dx, dy;
1686 1533
1687 return adjacent_map (op1->map, op2->map, &dx, &dy); 1534 return adjacent_map (op1->map, op2->map, &dx, &dy);
1688} 1535}
1689 1536
1537//-GPL
1538
1690object * 1539object *
1691maptile::insert (object *op, int x, int y, object *originator, int flags) 1540maptile::insert (object *op, int x, int y, object *originator, int flags)
1692{ 1541{
1693 if (!op->flag [FLAG_REMOVED])
1694 op->remove ();
1695
1696 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1542 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1697} 1543}
1698 1544
1545region *
1546maptile::region (int x, int y) const
1547{
1548 if (regions
1549 && regionmap
1550 && !OUT_OF_REAL_MAP (this, x, y))
1551 if (struct region *reg = regionmap [regions [y * width + x]])
1552 return reg;
1553
1554 if (default_region)
1555 return default_region;
1556
1557 return ::region::default_region ();
1558}
1559
1560//+GPL
1561
1562/* picks a random object from a style map.
1563 */
1564object *
1565maptile::pick_random_object (rand_gen &gen) const
1566{
1567 /* while returning a null object will result in a crash, that
1568 * is actually preferable to an infinite loop. That is because
1569 * most servers will automatically restart in case of crash.
1570 * Change the logic on getting the random space - shouldn't make
1571 * any difference, but this seems clearer to me.
1572 */
1573 for (int i = 1000; --i;)
1574 {
1575 object *pick = at (gen (width), gen (height)).bot;
1576
1577 // must be head: do not prefer big monsters just because they are big.
1578 if (pick && pick->is_head ())
1579 return pick;
1580 }
1581
1582 // instead of crashing in the unlikely(?) case, try to return *something*
1583 return archetype::find (shstr_bug);
1584}
1585
1586//-GPL
1587
1588void
1589maptile::play_sound (faceidx sound, int x, int y) const
1590{
1591 if (!sound)
1592 return;
1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1610 for_all_players (pl)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 }
1621}
1622
1623dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1690{
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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