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Comparing deliantra/server/common/map.C (file contents):
Revision 1.62 by root, Sun Dec 31 22:23:11 2006 UTC vs.
Revision 1.177 by root, Wed Nov 11 23:27:56 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/* 31//+GPL
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45 32
46/* 33sint8 maptile::outdoor_darkness;
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 34
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 73 * by the caller.
137 */ 74 */
138int 75int
139blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 77{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 79 * have already checked this.
146 */ 80 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 82 {
149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
150 return 1; 84 return 1;
151 } 85 }
152 86
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 88
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
159 91
160 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 94 * things we need to do for players.
163 */ 95 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0; 97 return 0;
166 98
167 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
173 */ 105 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 107 return 0;
176 108
177 if (ob->head != NULL)
178 ob = ob->head; 109 ob = ob->head_ ();
179 110
180 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
184 */ 115 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 117 {
187 118 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 119 {
191 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
193 * pass through this space. 122 return 1;
194 */ 123 else
195 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
196 { 127 {
197 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
198 return 1; 132 return 1;
199 else 133 }
200 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
201 } 143 }
202 else 144 else
203 { 145 return 1; // unconditional block
204 /* In this case, the player must not have the object - 146
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 147 } else {
214 { 148 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
217 * movement, can't move here. 151
218 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 153 && tmp->head_ () != ob
220 */ 154 && tmp != ob
221 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
222 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1; 157 return 1;
226 } 158 }
227
228 } 159 }
160
229 return 0; 161 return 0;
230} 162}
231 163
232
233/* 164/*
234 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
239 * 170 *
240 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
241 * 172 *
242 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
254 * 185 *
255 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
257 * against the move_block values. 188 * against the move_block values.
258 */ 189 */
259int 190bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
261{ 192{
262 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
276 196
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
278 { 198 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 199
281 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 201
283 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 203 return 1;
285 204
286 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
287 206 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 208 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 210 continue;
295 211
296 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
298 */ 214 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
300 return P_NO_PASS; 216 return 1;
301 } 217 }
302 218
303 return 0; 219 return 0;
304} 220}
305 221
306/* When the map is loaded, load_object does not actually insert objects 222//-GPL
307 * into inventory, but just links them. What this does is go through 223
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312void 224void
313fix_container (object *container) 225maptile::set_object_flag (int flag, int value)
314{ 226{
315 object *tmp = container->inv, *next; 227 if (!spaces)
228 return;
316 229
317 container->inv = 0; 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
318 while (tmp) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
319 { 232 tmp->flag [flag] = value;
320 next = tmp->below;
321 if (tmp->inv)
322 fix_container (tmp);
323
324 insert_ob_in_ob (tmp, container);
325 tmp = next;
326 }
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
333 262
334/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 266 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 267 */
340void 268void
341maptile::link_multipart_objects () 269maptile::link_multipart_objects ()
342{ 270{
343 if (!spaces) 271 if (!spaces)
344 return; 272 return;
345 273
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 275 {
276 object *op = ms->bot;
277 while (op)
348 { 278 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 280 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 281 {
363 op = arch_to_object (at); 282 op->remove ();
283 op->expand_tail ();
364 284
365 /* update x,y coordinates */ 285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
289
290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
291 // so we have to reset the iteration through the mapspace
380 } 292 }
293 else
294 op = op->above;
381 } 295 }
382
383 tmp = above;
384 } 296 }
385} 297}
298
299//-GPL
386 300
387/* 301/*
388 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 303 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 304 */
392bool 305bool
393maptile::load_objects (object_thawer &thawer) 306maptile::_load_objects (object_thawer &f)
394{ 307{
395 int unique; 308 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 309 {
403 /* if the archetype for the object is null, means that we 310 coroapi::cede_to_tick (); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 311
405 * or editor will not be able to do anything with it either. 312 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 313 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
410 continue; 346 continue;
411 }
412 347
413 switch (i)
414 {
415 case LL_NORMAL:
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
417
418 if (op->inv)
419 sum_weight (op);
420
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 348 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
426 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
427 break; 354 break;
428 } 355 }
429 356
430 op = object::create (); 357 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 358 }
451#endif
452 359
453 return true; 360 return true;
454} 361}
455 362
456void 363void
457maptile::activate () 364maptile::activate ()
458{ 365{
459 if (!spaces) 366 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 368 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 369 op->activate_recursive ();
465} 370}
466 371
467void 372void
468maptile::deactivate () 373maptile::deactivate ()
469{ 374{
470 if (!spaces) 375 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 378 op->deactivate_recursive ();
476} 379}
477 380
478bool 381bool
479maptile::save_objects (object_freezer &freezer, int flags) 382maptile::_save_objects (object_freezer &f, int flags)
480{ 383{
384 coroapi::cede_to_tick ();
385
481 if (flags & IO_HEADER) 386 if (flags & IO_HEADER)
482 save_header (freezer); 387 _save_header (f);
483 388
484 if (!spaces) 389 if (!spaces)
485 return false; 390 return false;
486 391
487 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
488 { 393 {
489 int unique = 0; 394 bool unique = 0;
395
490 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
491 { 397 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 399
495 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
496 continue; 401 continue;
497 402
498 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 404 {
500 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 406 op->write (f);
502 } 407 }
503 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 409 op->write (f);
505 } 410 }
506 } 411 }
507 412
413 coroapi::cede_to_tick ();
414
508 return true; 415 return true;
509} 416}
510 417
511bool 418bool
512maptile::load_objects (const char *path, bool skip_header) 419maptile::_save_objects (const char *path, int flags)
513{ 420{
514 object_thawer thawer (path); 421 object_freezer freezer;
515 422
516 if (!thawer) 423 if (!_save_objects (freezer, flags))
517 return false; 424 return false;
518 425
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path); 426 return freezer.save (path);
542} 427}
543 428
544maptile::maptile () 429maptile::maptile ()
545{ 430{
546 in_memory = MAP_SWAPPED; 431 in_memory = MAP_SWAPPED;
547 432
548 /* The maps used to pick up default x and y values from the 433 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
550 */ 435 */
551 width = 16; 436 width = 16;
552 height = 16; 437 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 438 timeout = 300;
555 enter_x = 0; 439 max_items = MAX_ITEM_PER_ACTION;
556 enter_y = 0; 440 max_volume = 2000000; // 2m³
557} 441}
558 442
559maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
560{ 444{
561 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
581 if (spaces) 465 if (spaces)
582 return; 466 return;
583 467
584 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
585} 469}
470
471//+GPL
586 472
587/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
588 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
589 * at a later date. 475 * at a later date.
590 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
667 return items; 553 return items;
668} 554}
669 555
670/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
671 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
672static void 558static const char *
673print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
674{ 560{
675 int i; 561 static dynbuf_text buf; buf.clear ();
676 char tmp[MAX_BUF];
677 562
678 strcpy (output_string, "");
679 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
680 { 564 {
681 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
682 { 566 {
683 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
684 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
685 else 569 else
686 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
687 } 571 }
688 else 572 else
689 { 573 {
690 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
691 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
692 else 576 else
693 sprintf (tmp, "*"); 577 buf.printf ("*");
694 } 578 }
695
696 strcat (output_string, tmp);
697 } 579 }
580
581 return buf;
698} 582}
583
584//-GPL
699 585
700/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
701 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
702 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
703 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
707 * This could be done in lex (like the object loader), but I think 593 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 594 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 595 * MSW 2001-07-01
710 */ 596 */
711bool 597bool
712maptile::load_header (object_thawer &thawer) 598maptile::_load_header (object_thawer &thawer)
713{ 599{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 600 for (;;)
719 { 601 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 602 switch (thawer.kw)
723 { 603 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 604 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 605 thawer.get_ml (KW_endmsg, msg);
733 break; 606 break;
734 607
735 case KW_lore: // CF+ extension 608 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 639 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 640 case KW_sky: thawer.get (sky); break;
768 641
769 case KW_per_player: thawer.get (per_player); break; 642 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 643 case KW_per_party: thawer.get (per_party); break;
644 case KW_no_reset: thawer.get (no_reset); break;
645 case KW_no_drop: thawer.get (no_drop); break;
771 646
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 647 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 649
775 // old names new names 650 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 651 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 652 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
670 case KW_end:
671 thawer.next ();
672 return true;
673
791 default: 674 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 675 if (!thawer.parse_error ("map", 0))
676 return false;
793 break; 677 break;
794 } 678 }
679
680 thawer.next ();
795 } 681 }
796 682
797 abort (); 683 abort ();
798} 684}
799 685
800bool 686//+GPL
801maptile::load_header (const char *path)
802{
803 object_thawer thawer (path);
804
805 if (!thawer)
806 return false;
807
808 return load_header (thawer);
809}
810 687
811/****************************************************************************** 688/******************************************************************************
812 * This is the start of unique map handling code 689 * This is the start of unique map handling code
813 *****************************************************************************/ 690 *****************************************************************************/
814 691
824 object *above = op->above; 701 object *above = op->above;
825 702
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827 unique = 1; 704 unique = 1;
828 705
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 {
831 op->destroy_inv (false);
832 op->destroy (); 707 op->destroy ();
833 }
834 708
835 op = above; 709 op = above;
836 } 710 }
837 } 711 }
838} 712}
839 713
714//-GPL
715
840bool 716bool
841maptile::save_header (object_freezer &freezer) 717maptile::_save_header (object_freezer &freezer)
842{ 718{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 719#define MAP_OUT(k) freezer.put (KW(k), k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 720#define MAP_OUT2(k,v) freezer.put (KW(k), v)
845 721
846 MAP_OUT2 (arch, "map"); 722 MAP_OUT2 (arch, CS(map));
847 723
848 if (name) MAP_OUT (name); 724 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
853 MAP_OUT (difficulty); 731 MAP_OUT (difficulty);
854
855 if (region) MAP_OUT2 (region, region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
856 733
857 if (shopitems) 734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
858 {
859 char shop[MAX_BUF];
860 print_shop_string (this, shop);
861 MAP_OUT2 (shopitems, shop);
862 }
863
864 MAP_OUT (shopgreed); 735 MAP_OUT (shopgreed);
865 MAP_OUT (shopmin); 736 MAP_OUT (shopmin);
866 MAP_OUT (shopmax); 737 MAP_OUT (shopmax);
867 if (shoprace) MAP_OUT (shoprace); 738 if (shoprace) MAP_OUT (shoprace);
739
868 MAP_OUT (darkness); 740 MAP_OUT (darkness);
869 MAP_OUT (width); 741 MAP_OUT (width);
870 MAP_OUT (height); 742 MAP_OUT (height);
871 MAP_OUT (enter_x); 743 MAP_OUT (enter_x);
872 MAP_OUT (enter_y); 744 MAP_OUT (enter_y);
873 745
874 if (msg) freezer.put (KW_msg , KW_endmsg , msg); 746 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
875 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore); 747 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
876 748
877 MAP_OUT (outdoor); 749 MAP_OUT (outdoor);
878 MAP_OUT (temp); 750 MAP_OUT (temp);
879 MAP_OUT (pressure); 751 MAP_OUT (pressure);
880 MAP_OUT (humid); 752 MAP_OUT (humid);
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 760 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892 764
765 freezer.put (this);
893 freezer.put (KW_end); 766 freezer.put (KW(end));
894 767
895 return true; 768 return true;
896} 769}
897 770
898bool 771bool
899maptile::save_header (const char *path) 772maptile::_save_header (const char *path)
900{ 773{
901 object_freezer freezer; 774 object_freezer freezer;
902 775
903 if (!save_header (freezer)) 776 if (!_save_header (freezer))
904 return false; 777 return false;
905 778
906 return freezer.save (path); 779 return freezer.save (path);
907} 780}
781
782//+GPL
908 783
909/* 784/*
910 * Remove and free all objects in the given map. 785 * Remove and free all objects in the given map.
911 */ 786 */
912void 787void
913maptile::clear () 788maptile::clear ()
914{ 789{
915 if (!spaces) 790 if (spaces)
916 return; 791 {
917
918 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 792 for (mapspace *ms = spaces + size (); ms-- > spaces; )
919 while (object *op = ms->bot) 793 while (object *op = ms->bot)
920 { 794 {
795 // manually remove, as to not trigger anything
796 if (ms->bot = op->above)
797 ms->bot->below = 0;
798
799 op->flag [FLAG_REMOVED] = true;
800
801 object *head = op->head_ ();
921 if (op->head) 802 if (op == head)
922 op = op->head;
923
924 op->destroy_inv (false);
925 op->destroy (); 803 op->destroy ();
804 else if (head->map != op->map)
805 {
806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
807 head->destroy ();
808 }
809 }
810
811 sfree0 (spaces, size ());
926 } 812 }
927
928 sfree (spaces, size ()), spaces = 0;
929 813
930 if (buttons) 814 if (buttons)
931 free_objectlinkpt (buttons), buttons = 0; 815 free_objectlinkpt (buttons), buttons = 0;
816
817 sfree0 (regions, size ());
818 delete [] regionmap; regionmap = 0;
932} 819}
933 820
934void 821void
935maptile::clear_header () 822maptile::clear_header ()
936{ 823{
968 attachable::do_destroy (); 855 attachable::do_destroy ();
969 856
970 clear (); 857 clear ();
971} 858}
972 859
973/* 860/* decay and destroy perishable items in a map */
974 * Updates every button on the map (by calling update_button() for them).
975 */
976void 861void
977maptile::update_buttons () 862maptile::do_decay_objects ()
978{ 863{
979 for (oblinkpt *obp = buttons; obp; obp = obp->next) 864 if (!spaces)
980 for (objectlink *ol = obp->link; ol; ol = ol->next) 865 return;
866
867 for (mapspace *ms = spaces + size (); ms-- > spaces; )
868 for (object *above, *op = ms->bot; op; op = above)
981 { 869 {
982 if (!ol->ob) 870 above = op->above;
871
872 bool destroy = 0;
873
874 // do not decay anything above unique floor tiles (yet :)
875 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
876 break;
877
878 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
879 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
880 || QUERY_FLAG (op, FLAG_UNIQUE)
881 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
882 || QUERY_FLAG (op, FLAG_UNPAID)
883 || op->is_alive ())
884 ; // do not decay
885 else if (op->is_weapon ())
983 { 886 {
984 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 887 op->stats.dam--;
985 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 888 if (op->stats.dam < 0)
986 continue; 889 destroy = 1;
987 } 890 }
988 891 else if (op->is_armor ())
989 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
990 { 892 {
991 update_button (ol->ob); 893 op->stats.ac--;
992 break; 894 if (op->stats.ac < 0)
895 destroy = 1;
993 } 896 }
897 else if (op->type == FOOD)
898 {
899 op->stats.food -= rndm (5, 20);
900 if (op->stats.food < 0)
901 destroy = 1;
902 }
903 else
904 {
905 int mat = op->materials;
906
907 if (mat & M_PAPER
908 || mat & M_LEATHER
909 || mat & M_WOOD
910 || mat & M_ORGANIC
911 || mat & M_CLOTH
912 || mat & M_LIQUID
913 || (mat & M_IRON && rndm (1, 5) == 1)
914 || (mat & M_GLASS && rndm (1, 2) == 1)
915 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
916 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
917 || (mat & M_ICE && temp > 32))
918 destroy = 1;
919 }
920
921 /* adjust overall chance below */
922 if (destroy && rndm (0, 1))
923 op->destroy ();
994 } 924 }
995} 925}
996 926
997/* 927/*
998 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
999 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
1000 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
1001 * 931 *
1002 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
1003 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
1004 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
1005 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
1006 */ 936 */
1007int 937int
1008maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
1009{ 939{
1010 long monster_cnt = 0; 940 long monster_cnt = 0;
1022 952
1023 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
1024 { 954 {
1025 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1026 956
1027 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 957 if (archetype *at = op->other_arch)
958 {
1028 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1029
1030 monster_cnt++; 960 monster_cnt++;
961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
1031 } 968 }
1032 } 969 }
1033 970
1034 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1035 972
1048 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1049 */ 986 */
1050int 987int
1051maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1052{ 989{
1053 int new_level = darkness + change;
1054
1055 /* Nothing to do */ 990 /* Nothing to do */
1056 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1057 return 0; 992 return 0;
1058 993
1059 /* inform all players on the map */ 994 /* inform all players on the map */
1060 if (change > 0) 995 if (change > 0)
1061 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1062 else 997 else
1063 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1064 999
1065 /* Do extra checking. since darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1066 * we need to be extra careful about negative values.
1067 * In general, the checks below are only needed if change
1068 * is not +/-1
1069 */
1070 if (new_level < 0)
1071 darkness = 0;
1072 else if (new_level >= MAX_DARKNESS)
1073 darkness = MAX_DARKNESS;
1074 else
1075 darkness = new_level;
1076 1001
1077 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1078 update_all_map_los (this); 1003 update_all_map_los (this);
1004
1079 return 1; 1005 return 1;
1080} 1006}
1081 1007
1082/* 1008/*
1083 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1086 * through, etc) 1012 * through, etc)
1087 */ 1013 */
1088void 1014void
1089mapspace::update_ () 1015mapspace::update_ ()
1090{ 1016{
1091 object *tmp, *last = 0; 1017 object *last = 0;
1092 uint8 flags = 0, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1093 New_Face *top, *floor, *middle; 1019 sint8 light = 0;
1094 object *top_obj, *floor_obj, *middle_obj;
1095 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1096 1025
1097 middle = blank_face; 1026 //object *middle = 0;
1098 top = blank_face; 1027 //object *top = 0;
1099 floor = blank_face; 1028 //object *floor = 0;
1029 // this seems to generate better code than using locals, above
1030 object *&top = faces_obj[0] = 0;
1031 object *&middle = faces_obj[1] = 0;
1032 object *&floor = faces_obj[2] = 0;
1100 1033
1101 middle_obj = 0; 1034 object::flags_t allflags; // all flags of all objects or'ed together
1102 top_obj = 0;
1103 floor_obj = 0;
1104 1035
1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1106 { 1037 {
1107 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1108 * one). But if so, it shouldn't be a simple additive - 2
1109 * light bulbs do not illuminate twice as far as once since
1110 * it is a dissapation factor that is cubed.
1111 */
1112 if (tmp->glow_radius > light)
1113 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1114 1040
1115 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1116 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1117 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1118 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1119 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1120 * 1046 *
1121 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1122 */ 1048 */
1123 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1124 { 1050 {
1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1126 {
1127 top = tmp->face;
1128 top_obj = tmp; 1052 top = tmp;
1129 } 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 { 1054 {
1132 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1133 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1134 */ 1057 */
1135 middle = blank_face; 1058 middle = 0;
1136 top = blank_face; 1059 top = 0;
1137 floor = tmp->face;
1138 floor_obj = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1139 } 1063 }
1140 /* Flag anywhere have high priority */ 1064 else
1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1142 { 1065 {
1143 middle = tmp->face; 1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1144 1071
1145 middle_obj = tmp; 1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1146 anywhere = 1; 1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1083 middle = tmp;
1084 }
1147 } 1085 }
1148 /* Find the highest visible face around. If equal
1149 * visibilities, we still want the one nearer to the
1150 * top
1151 */
1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1153 {
1154 middle = tmp->face;
1155 middle_obj = tmp;
1156 }
1157 }
1158
1159 if (tmp == tmp->above)
1160 {
1161 LOG (llevError, "Error in structure of map\n");
1162 exit (-1);
1163 } 1086 }
1164 1087
1165 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1166 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1167 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1168 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1169 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1170 1093
1171 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1172 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1173 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1174 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1175 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1176 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1177 } 1098 }
1178 1099
1179 this->light = light; 1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1180 this->flags_ = flags; 1111 this->flags_ = flags;
1181 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1182 this->move_on = move_on; 1113 this->move_on = move_on;
1183 this->move_off = move_off; 1114 this->move_off = move_off;
1184 this->move_slow = move_slow; 1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1185 1118
1186 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
1187 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
1188 * this point. 1121 * this point.
1189 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1196 * middle face. This should not happen, as we already have the 1129 * middle face. This should not happen, as we already have the
1197 * else statement above so middle should not get set. OTOH, it 1130 * else statement above so middle should not get set. OTOH, it
1198 * may be possible for the faces to match but be different objects. 1131 * may be possible for the faces to match but be different objects.
1199 */ 1132 */
1200 if (top == middle) 1133 if (top == middle)
1201 middle = blank_face; 1134 middle = 0;
1202 1135
1203 /* There are three posibilities at this point: 1136 /* There are three posibilities at this point:
1204 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1205 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1206 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1207 */ 1140 */
1208 1141
1209 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1210 { 1143 {
1211 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break; 1146 break;
1214 1147
1215 /* If two top faces are already set, quit processing */ 1148 /* If two top faces are already set, quit processing */
1216 if ((top != blank_face) && (middle != blank_face)) 1149 if (top && middle)
1217 break; 1150 break;
1218 1151
1219 /* Only show visible faces, unless its the editor - show all */ 1152 /* Only show visible faces */
1220 if (!tmp->invisible || editor) 1153 if (!tmp->invisible)
1221 { 1154 {
1222 /* Fill in top if needed */ 1155 /* Fill in top if needed */
1223 if (top == blank_face) 1156 if (!top)
1224 { 1157 {
1225 top = tmp->face;
1226 top_obj = tmp; 1158 top = tmp;
1227 if (top == middle) 1159 if (top == middle)
1228 middle = blank_face; 1160 middle = 0;
1229 } 1161 }
1230 else 1162 else
1231 { 1163 {
1232 /* top is already set - we should only get here if 1164 /* top is already set - we should only get here if
1233 * middle is not set 1165 * middle is not set
1234 * 1166 *
1235 * Set the middle face and break out, since there is nothing 1167 * Set the middle face and break out, since there is nothing
1236 * more to fill in. We don't check visiblity here, since 1168 * more to fill in. We don't check visiblity here, since
1237 * 1169 *
1238 */ 1170 */
1239 if (tmp->face != top) 1171 if (tmp != top)
1240 { 1172 {
1241 middle = tmp->face;
1242 middle_obj = tmp; 1173 middle = tmp;
1243 break; 1174 break;
1244 } 1175 }
1245 } 1176 }
1246 } 1177 }
1247 } 1178 }
1248 1179
1249 if (middle == floor) 1180 if (middle == floor)
1250 middle = blank_face; 1181 middle = 0;
1251 1182
1252 if (top == middle) 1183 if (top == middle)
1253 middle = blank_face; 1184 middle = 0;
1254 1185
1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1186#if 0
1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1187 faces_obj [0] = top;
1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1188 faces_obj [1] = middle;
1189 faces_obj [2] = floor;
1190#endif
1258} 1191}
1259 1192
1260/* this updates the orig_map->tile_map[tile_num] value after loading 1193maptile *
1261 * the map. It also takes care of linking back the freshly loaded 1194maptile::tile_available (int dir, bool load)
1262 * maps tile_map values if it tiles back to this one. It returns
1263 * the value of orig_map->tile_map[tile_num]. It really only does this
1264 * so that it is easier for calling functions to verify success.
1265 */
1266static maptile *
1267load_and_link_tiled_map (maptile *orig_map, int tile_num)
1268{ 1195{
1269 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1196 if (tile_path[dir])
1270
1271 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1272 {
1273 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1274 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1275 &orig_map->tile_path[tile_num], &orig_map->path);
1276 mp = new maptile (1, 1);
1277 mp->alloc ();
1278 mp->in_memory = MAP_IN_MEMORY;
1279 } 1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1280 1200
1281 int dest_tile = (tile_num + 2) % 4; 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202 return tile_map[dir];
1203 }
1282 1204
1283 orig_map->tile_map[tile_num] = mp;
1284
1285 // optimisation: back-link map to origin map if euclidean
1286 //TODO: non-euclidean maps MUST GO
1287 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1288 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1289
1290 return mp; 1205 return 0;
1291} 1206}
1292 1207
1293/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1294 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
1295 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
1308 if (!m) 1223 if (!m)
1309 return 0; 1224 return 0;
1310 1225
1311 if (x < 0) 1226 if (x < 0)
1312 { 1227 {
1313 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
1314 return 1; 1229 return 1;
1315 1230
1316 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1317 load_and_link_tiled_map (m, 3);
1318
1319 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1320 } 1232 }
1321 1233
1322 if (x >= m->width) 1234 if (x >= m->width)
1323 { 1235 {
1324 if (!m->tile_path[1]) 1236 if (!m->tile_available (1))
1325 return 1; 1237 return 1;
1326 1238
1327 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1328 load_and_link_tiled_map (m, 1);
1329
1330 return out_of_map (m->tile_map[1], x - m->width, y); 1239 return out_of_map (m->tile_map[1], x - m->width, y);
1331 } 1240 }
1332 1241
1333 if (y < 0) 1242 if (y < 0)
1334 { 1243 {
1335 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
1336 return 1; 1245 return 1;
1337 1246
1338 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1339 load_and_link_tiled_map (m, 0);
1340
1341 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1342 } 1248 }
1343 1249
1344 if (y >= m->height) 1250 if (y >= m->height)
1345 { 1251 {
1346 if (!m->tile_path[2]) 1252 if (!m->tile_available (2))
1347 return 1; 1253 return 1;
1348
1349 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1350 load_and_link_tiled_map (m, 2);
1351 1254
1352 return out_of_map (m->tile_map[2], x, y - m->height); 1255 return out_of_map (m->tile_map[2], x, y - m->height);
1353 } 1256 }
1354 1257
1355 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
1360 1263
1361/* This is basically the same as out_of_map above, but 1264/* This is basically the same as out_of_map above, but
1362 * instead we return NULL if no map is valid (coordinates 1265 * instead we return NULL if no map is valid (coordinates
1363 * out of bounds and no tiled map), otherwise it returns 1266 * out of bounds and no tiled map), otherwise it returns
1364 * the map as that the coordinates are really on, and 1267 * the map as that the coordinates are really on, and
1365 * updates x and y to be the localized coordinates. 1268 * updates x and y to be the localised coordinates.
1366 * Using this is more efficient of calling out_of_map 1269 * Using this is more efficient of calling out_of_map
1367 * and then figuring out what the real map is 1270 * and then figuring out what the real map is
1368 */ 1271 */
1369maptile * 1272maptile *
1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1273maptile::xy_find (sint16 &x, sint16 &y)
1371{ 1274{
1372 if (*x < 0) 1275 if (x < 0)
1373 { 1276 {
1374 if (!m->tile_path[3]) 1277 if (!tile_available (3))
1375 return 0; 1278 return 0;
1376 1279
1377 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1378 load_and_link_tiled_map (m, 3);
1379
1380 *x += m->tile_map[3]->width; 1280 x += tile_map[3]->width;
1381 return (get_map_from_coord (m->tile_map[3], x, y)); 1281 return tile_map[3]->xy_find (x, y);
1382 } 1282 }
1383 1283
1384 if (*x >= m->width) 1284 if (x >= width)
1385 { 1285 {
1386 if (!m->tile_path[1]) 1286 if (!tile_available (1))
1387 return 0; 1287 return 0;
1388 1288
1389 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 1);
1391
1392 *x -= m->width; 1289 x -= width;
1393 return (get_map_from_coord (m->tile_map[1], x, y)); 1290 return tile_map[1]->xy_find (x, y);
1394 } 1291 }
1395 1292
1396 if (*y < 0) 1293 if (y < 0)
1397 { 1294 {
1398 if (!m->tile_path[0]) 1295 if (!tile_available (0))
1399 return 0; 1296 return 0;
1400 1297
1401 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 0);
1403
1404 *y += m->tile_map[0]->height; 1298 y += tile_map[0]->height;
1405 return (get_map_from_coord (m->tile_map[0], x, y)); 1299 return tile_map[0]->xy_find (x, y);
1406 } 1300 }
1407 1301
1408 if (*y >= m->height) 1302 if (y >= height)
1409 { 1303 {
1410 if (!m->tile_path[2]) 1304 if (!tile_available (2))
1411 return 0; 1305 return 0;
1412 1306
1413 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 2);
1415
1416 *y -= m->height; 1307 y -= height;
1417 return (get_map_from_coord (m->tile_map[2], x, y)); 1308 return tile_map[2]->xy_find (x, y);
1418 } 1309 }
1419 1310
1420 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
1421 * map. 1312 * map.
1422 */ 1313 */
1423 return m; 1314 return this;
1424} 1315}
1425 1316
1426/** 1317/**
1427 * Return whether map2 is adjacent to map1. If so, store the distance from 1318 * Return whether map2 is adjacent to map1. If so, store the distance from
1428 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
1429 */ 1320 */
1430static int 1321int
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1323{
1433 if (!map1 || !map2) 1324 if (!map1 || !map2)
1434 return 0; 1325 return 0;
1435 1326
1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1328 //fix: compare paths instead (this is likely faster, too!)
1436 if (map1 == map2) 1329 if (map1 == map2)
1437 { 1330 {
1438 *dx = 0; 1331 *dx = 0;
1439 *dy = 0; 1332 *dy = 0;
1440 } 1333 }
1500 } 1393 }
1501 else 1394 else
1502 return 0; 1395 return 0;
1503 1396
1504 return 1; 1397 return 1;
1398}
1399
1400maptile *
1401maptile::xy_load (sint16 &x, sint16 &y)
1402{
1403 maptile *map = xy_find (x, y);
1404
1405 if (map)
1406 map->load_sync ();
1407
1408 return map;
1409}
1410
1411maptile *
1412get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1413{
1414 return m->xy_load (*x, *y);
1505} 1415}
1506 1416
1507/* From map.c 1417/* From map.c
1508 * This is used by get_player to determine where the other 1418 * This is used by get_player to determine where the other
1509 * creature is. get_rangevector takes into account map tiling, 1419 * creature is. get_rangevector takes into account map tiling,
1510 * so you just can not look the the map coordinates and get the 1420 * so you just can not look the the map coordinates and get the
1511 * righte value. distance_x/y are distance away, which 1421 * righte value. distance_x/y are distance away, which
1512 * can be negativbe. direction is the crossfire direction scheme 1422 * can be negative. direction is the crossfire direction scheme
1513 * that the creature should head. part is the part of the 1423 * that the creature should head. part is the part of the
1514 * monster that is closest. 1424 * monster that is closest.
1515 * 1425 *
1516 * get_rangevector looks at op1 and op2, and fills in the 1426 * get_rangevector looks at op1 and op2, and fills in the
1517 * structure for op1 to get to op2. 1427 * structure for op1 to get to op2.
1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{ 1439{
1530 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1531 { 1441 {
1532 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
1533 retval->distance = 100000; 1443 retval->distance = 10000;
1534 retval->distance_x = 32767; 1444 retval->distance_x = 10000;
1535 retval->distance_y = 32767; 1445 retval->distance_y = 10000;
1536 retval->direction = 0; 1446 retval->direction = 0;
1537 retval->part = 0; 1447 retval->part = 0;
1538 } 1448 }
1539 else 1449 else
1540 { 1450 {
1545 1455
1546 best = op1; 1456 best = op1;
1547 /* If this is multipart, find the closest part now */ 1457 /* If this is multipart, find the closest part now */
1548 if (!(flags & 0x1) && op1->more) 1458 if (!(flags & 0x1) && op1->more)
1549 { 1459 {
1550 object *tmp;
1551 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1460 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1552 1461
1553 /* we just take the offset of the piece to head to figure 1462 /* we just take the offset of the piece to head to figure
1554 * distance instead of doing all that work above again 1463 * distance instead of doing all that work above again
1555 * since the distance fields we set above are positive in the 1464 * since the distance fields we set above are positive in the
1556 * same axis as is used for multipart objects, the simply arithmetic 1465 * same axis as is used for multipart objects, the simply arithmetic
1557 * below works. 1466 * below works.
1558 */ 1467 */
1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1560 { 1469 {
1561 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1470 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1562 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1471 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1563 if (tmpi < best_distance) 1472 if (tmpi < best_distance)
1564 { 1473 {
1565 best_distance = tmpi; 1474 best_distance = tmpi;
1566 best = tmp; 1475 best = tmp;
1567 } 1476 }
1568 } 1477 }
1478
1569 if (best != op1) 1479 if (best != op1)
1570 { 1480 {
1571 retval->distance_x += op1->x - best->x; 1481 retval->distance_x += op1->x - best->x;
1572 retval->distance_y += op1->y - best->y; 1482 retval->distance_y += op1->y - best->y;
1573 } 1483 }
1574 } 1484 }
1485
1575 retval->part = best; 1486 retval->part = best;
1576 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1487 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1488 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1578 } 1489 }
1579} 1490}
1580 1491
1581/* this is basically the same as get_rangevector above, but instead of 1492/* this is basically the same as get_rangevector above, but instead of
1586 * flags has no meaning for this function at this time - I kept it in to 1497 * flags has no meaning for this function at this time - I kept it in to
1587 * be more consistant with the above function and also in case they are needed 1498 * be more consistant with the above function and also in case they are needed
1588 * for something in the future. Also, since no object is pasted, the best 1499 * for something in the future. Also, since no object is pasted, the best
1589 * field of the rv_vector is set to NULL. 1500 * field of the rv_vector is set to NULL.
1590 */ 1501 */
1591
1592void 1502void
1593get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1503get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1594{ 1504{
1595 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1505 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1596 { 1506 {
1597 /* be conservative and fill in _some_ data */ 1507 /* be conservative and fill in _some_ data */
1598 retval->distance = 100000; 1508 retval->distance = 100000;
1604 else 1514 else
1605 { 1515 {
1606 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
1607 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
1608 1518
1609 retval->part = NULL; 1519 retval->part = 0;
1610 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1612 } 1522 }
1613} 1523}
1614 1524
1615/* Returns true of op1 and op2 are effectively on the same map 1525/* Returns true of op1 and op2 are effectively on the same map
1626 int dx, dy; 1536 int dx, dy;
1627 1537
1628 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
1629} 1539}
1630 1540
1541//-GPL
1542
1631object * 1543object *
1632maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1633{ 1545{
1634 if (!op->flag [FLAG_REMOVED])
1635 op->remove ();
1636
1637 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1638} 1547}
1639 1548
1549region *
1550maptile::region (int x, int y) const
1551{
1552 if (regions
1553 && regionmap
1554 && !OUT_OF_REAL_MAP (this, x, y))
1555 if (struct region *reg = regionmap [regions [y * width + x]])
1556 return reg;
1557
1558 if (default_region)
1559 return default_region;
1560
1561 return ::region::default_region ();
1562}
1563
1564//+GPL
1565
1566/* picks a random object from a style map.
1567 */
1568object *
1569maptile::pick_random_object (rand_gen &gen) const
1570{
1571 /* while returning a null object will result in a crash, that
1572 * is actually preferable to an infinite loop. That is because
1573 * most servers will automatically restart in case of crash.
1574 * Change the logic on getting the random space - shouldn't make
1575 * any difference, but this seems clearer to me.
1576 */
1577 for (int i = 1000; --i;)
1578 {
1579 object *pick = at (gen (width), gen (height)).bot;
1580
1581 // do not prefer big monsters just because they are big.
1582 if (pick && pick->is_head ())
1583 return pick->head_ ();
1584 }
1585
1586 // instead of crashing in the unlikely(?) case, try to return *something*
1587 return archetype::find (shstr_bug);
1588}
1589
1590//-GPL
1591
1592void
1593maptile::play_sound (faceidx sound, int x, int y) const
1594{
1595 if (!sound)
1596 return;
1597
1598 for_all_players_on_map (pl, this)
1599 if (client *ns = pl->ns)
1600 {
1601 int dx = x - pl->ob->x;
1602 int dy = y - pl->ob->y;
1603
1604 int distance = idistance (dx, dy);
1605
1606 if (distance <= MAX_SOUND_DISTANCE)
1607 ns->play_sound (sound, dx, dy);
1608 }
1609}
1610
1611void
1612maptile::say_msg (const char *msg, int x, int y) const
1613{
1614 for_all_players (pl)
1615 if (client *ns = pl->ns)
1616 {
1617 int dx = x - pl->ob->x;
1618 int dy = y - pl->ob->y;
1619
1620 int distance = idistance (dx, dy);
1621
1622 if (distance <= MAX_SOUND_DISTANCE)
1623 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1624 }
1625}
1626
1627static void
1628split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629{
1630 // clip to map to the left
1631 if (x0 < 0)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635
1636 if (x1 < 0) // entirely to the left
1637 return;
1638
1639 x0 = 0;
1640 }
1641
1642 // clip to map to the right
1643 if (x1 > m->width)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647
1648 if (x0 > m->width) // entirely to the right
1649 return;
1650
1651 x1 = m->width;
1652 }
1653
1654 // clip to map above
1655 if (y0 < 0)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_UP, 1))
1658 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659
1660 if (y1 < 0) // entirely above
1661 return;
1662
1663 y0 = 0;
1664 }
1665
1666 // clip to map below
1667 if (y1 > m->height)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671
1672 if (y0 > m->height) // entirely below
1673 return;
1674
1675 y1 = m->height;
1676 }
1677
1678 // if we get here, the rect is within the current map
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680
1681 r->m = m;
1682 r->x0 = x0;
1683 r->y0 = y0;
1684 r->x1 = x1;
1685 r->y1 = y1;
1686 r->dx = dx;
1687 r->dy = dy;
1688}
1689
1690maprect *
1691maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692{
1693 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

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