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Comparing deliantra/server/common/map.C (file contents):
Revision 1.69 by root, Thu Jan 4 16:56:39 2007 UTC vs.
Revision 1.217 by root, Tue Jan 3 11:25:31 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45 31
46/* 32sint8 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 33
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
101 * 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
136 * by the caller. 72 * by the caller.
137 */ 73 */
138int 74int
139blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 76{
141 object *tmp;
142 int mflags, blocked;
143
144 /* 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
145 * have already checked this. 78 * have already checked this.
146 */ 79 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 81 {
149 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");
150 return 1; 83 return 1;
151 } 84 }
152 85
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 87
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
159 90
160 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 93 * things we need to do for players.
163 */ 94 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
165 return 0; 96 return 0;
166 97
167 /* 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
168 * 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
169 * 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
170 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
173 */ 104 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 106 return 0;
176 107
177 if (ob->head != NULL)
178 ob = ob->head; 108 ob = ob->head_ ();
179 109
180 /* 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
181 * 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
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 116 {
187 117 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 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 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))
198 return 1; 131 return 1;
199 else 132 }
200 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;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
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 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything
217 * movement, can't move here. 150
218 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 152 && tmp->type != DOOR
220 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
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; 154 return 1;
226 } 155 }
227
228 } 156 }
157
229 return 0; 158 return 0;
230} 159}
231 160
232
233/* 161/*
234 * 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
235 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
239 * 167 *
240 * 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.
241 * 169 *
242 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
254 * 182 *
255 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
256 * 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
257 * against the move_block values. 185 * against the move_block values.
258 */ 186 */
259int 187bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
261{ 189{
262 archetype *tmp; 190 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 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
276 193
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
278 { 195 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 196
281 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 198
283 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 200 return 1;
285 201
286 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
287 203 * (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. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 205 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 207 continue;
295 208
296 /* 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
297 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
298 */ 211 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
300 return P_NO_PASS; 213 return 1;
301 } 214 }
302 215
303 return 0; 216 return 0;
304} 217}
305 218
306/* When the map is loaded, load_object does not actually insert objects 219//-GPL
307 * into inventory, but just links them. What this does is go through
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
313fix_container (object *container)
314{
315 object *tmp = container->inv, *next;
316
317 container->inv = 0;
318 while (tmp)
319 {
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}
333 220
334void 221void
335maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
336{ 223{
337 if (!spaces) 224 if (!spaces)
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
343} 230}
344 231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
259
345/* 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
346 * 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
347 * 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
348 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 264 */
351void 265void
352maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
353{ 267{
354 if (!spaces) 268 if (!spaces)
355 return; 269 return;
356 270
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
359 { 275 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 278 {
374 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
375 281
376 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 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
391 } 289 }
290 else
291 op = op->above;
392 } 292 }
393
394 tmp = above;
395 } 293 }
396} 294}
295
296//-GPL
397 297
398/* 298/*
399 * 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
400 * file pointer. 300 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 301 */
403bool 302bool
404maptile::load_objects (object_thawer &thawer) 303maptile::_load_objects (object_thawer &f)
405{ 304{
406 int unique; 305 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 306 {
414 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 308
416 * or editor will not be able to do anything with it either. 309 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 310 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 {
317 op->carrying = 0;
318 op->update_weight ();
319 }
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
421 continue; 346 continue;
422 }
423 347
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 348 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
437 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
438 break; 354 break;
439 } 355 }
440 356
441 op = object::create (); 357 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 358 }
462#endif
463 359
464 return true; 360 return true;
465} 361}
466 362
467void 363void
468maptile::activate () 364maptile::activate ()
469{ 365{
470 if (!spaces) 366 if (state != MAP_INACTIVE)
471 return; 367 return;
472 368
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
476} 376}
477 377
478void 378void
479maptile::deactivate () 379maptile::deactivate ()
480{ 380{
481 if (!spaces) 381 if (state != MAP_ACTIVE)
482 return; 382 return;
483 383
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
487} 389}
488 390
489bool 391bool
490maptile::save_objects (object_freezer &freezer, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
491{ 393{
492 static int cede_count = 0; 394 coroapi::cede_to_tick ();
493 395
494 if (flags & IO_HEADER) 396 if (flags & IO_HEADER)
495 save_header (freezer); 397 _save_header (f);
496 398
497 if (!spaces) 399 if (!spaces)
498 return false; 400 return false;
499 401
500 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
501 { 403 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 404 bool unique = 0;
405
509 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
510 { 407 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 409
517 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
518 continue; 411 continue;
519 412
520 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 414 {
522 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 416 op->write (f);
524 } 417 }
525 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 419 op->write (f);
527 } 420 }
528 } 421 }
529 422
423 coroapi::cede_to_tick ();
424
530 return true; 425 return true;
531} 426}
532 427
533bool 428bool
534maptile::load_objects (const char *path, bool skip_header) 429maptile::_save_objects (const char *path, int flags)
535{ 430{
536 object_thawer thawer (path); 431 object_freezer freezer;
537 432
538 if (!thawer) 433 if (!_save_objects (freezer, flags))
539 return false; 434 return false;
540 435
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path); 436 return freezer.save (path);
564} 437}
565 438
566maptile::maptile () 439void
440maptile::init ()
567{ 441{
568 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
569 443
570 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
572 */ 446 */
573 width = 16; 447 width = 16;
574 height = 16; 448 height = 16;
449 timeout = 300;
450 max_items = MAX_ITEM_PER_ACTION;
451 max_volume = 2000000; // 2m³
575 reset_timeout = 0; 452 reset_timeout = 0;
576 timeout = 300;
577 enter_x = 0; 453 enter_x = 0;
578 enter_y = 0; 454 enter_y = 0;
579} 455}
580 456
457maptile::maptile ()
458{
459 init ();
460}
461
581maptile::maptile (int w, int h) 462maptile::maptile (int w, int h)
582{ 463{
583 in_memory = MAP_SWAPPED; 464 init ();
584 465
585 width = w; 466 width = w;
586 height = h; 467 height = h;
587 reset_timeout = 0;
588 timeout = 300;
589 enter_x = 0;
590 enter_y = 0;
591 468
592 alloc (); 469 alloc ();
593} 470}
594 471
595/* 472/*
603 if (spaces) 480 if (spaces)
604 return; 481 return;
605 482
606 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
607} 484}
485
486//+GPL
608 487
609/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
610 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
611 * at a later date. 490 * at a later date.
612 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
664 *q = '\0'; 543 *q = '\0';
665 544
666 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
667 if (current_type) 546 if (current_type)
668 { 547 {
669 items[i].name = current_type->name; 548 items[i].name = current_type->name;
670 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
671 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
672 } 551 }
673 else 552 else
674 { /* oh uh, something's wrong, let's free up this one, and try 553 { /* oh uh, something's wrong, let's free up this one, and try
689 return items; 568 return items;
690} 569}
691 570
692/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
693 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
694static void 573static const char *
695print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
696{ 575{
697 int i; 576 static dynbuf_text buf; buf.clear ();
698 char tmp[MAX_BUF]; 577 bool first = true;
699 578
700 strcpy (output_string, "");
701 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
702 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
703 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
704 { 587 {
705 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
707 else 590 else
708 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
709 } 592 }
710 else 593 else
711 { 594 {
712 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
713 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
714 else 597 else
715 sprintf (tmp, "*"); 598 buf.printf ("*");
716 } 599 }
717
718 strcat (output_string, tmp);
719 } 600 }
601
602 return buf;
720} 603}
604
605//-GPL
721 606
722/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
723 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
724 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
725 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
729 * This could be done in lex (like the object loader), but I think 614 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 615 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 616 * MSW 2001-07-01
732 */ 617 */
733bool 618bool
734maptile::load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
735{ 620{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 621 for (;;)
741 { 622 {
742 keyword kw = thawer.get_kv ();
743
744 switch (kw) 623 switch (thawer.kw)
745 { 624 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 625 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
755 break; 627 break;
756 628
757 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
758 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
759 break; 631 break;
760 632
761 case KW_maplore: 633 case KW_maplore:
762 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
779 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
780 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
781 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
782 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
783 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
784 case KW_temp: thawer.get (temp); break;
785 case KW_pressure: thawer.get (pressure); break;
786 case KW_humid: thawer.get (humid); break;
787 case KW_windspeed: thawer.get (windspeed); break;
788 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break;
790 656
791 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
793 661
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 664
797 // old names new names 665 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
803 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
804 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
805 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
806 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
807 675
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
686
687 case KW_end:
688 thawer.next ();
689 return true;
812 690
813 default: 691 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 692 if (!thawer.parse_error ("map"))
693 return false;
815 break; 694 break;
816 } 695 }
696
697 thawer.next ();
817 } 698 }
818 699
819 abort (); 700 abort ();
820} 701}
821 702
822bool 703//+GPL
823maptile::load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return load_header (thawer);
831}
832 704
833/****************************************************************************** 705/******************************************************************************
834 * This is the start of unique map handling code 706 * This is the start of unique map handling code
835 *****************************************************************************/ 707 *****************************************************************************/
836 708
843 int unique = 0; 715 int unique = 0;
844 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
845 { 717 {
846 object *above = op->above; 718 object *above = op->above;
847 719
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
849 unique = 1; 721 unique = 1;
850 722
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
852 {
853 op->destroy_inv (false);
854 op->destroy (); 724 op->destroy ();
855 }
856 725
857 op = above; 726 op = above;
858 } 727 }
859 } 728 }
860} 729}
861 730
731//-GPL
732
862bool 733bool
863maptile::save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
864{ 735{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
867 738
868 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
869 740
870 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
875 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
878 750
879 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
880 {
881 char shop[MAX_BUF];
882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
884 }
885
886 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
887 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
888 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
889 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
890 MAP_OUT (darkness); 756
891 MAP_OUT (width); 757 MAP_OUT (width);
892 MAP_OUT (height); 758 MAP_OUT (height);
893 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
894 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
895 761 MAP_OUT (darkness);
896 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
897 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
898
899 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
900 MAP_OUT (temp); 763
901 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
902 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
903 MAP_OUT (windspeed);
904 MAP_OUT (winddir);
905 MAP_OUT (sky);
906 766
907 MAP_OUT (per_player); 767 MAP_OUT (per_player);
908 MAP_OUT (per_party); 768 MAP_OUT (per_party);
909 769
910 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
911 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
912 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
913 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
914 776
915 freezer.put (this); 777 freezer.put (this);
916 freezer.put (KW_end); 778 freezer.put (KW(end));
917 779
918 return true; 780 return true;
919} 781}
920 782
921bool 783bool
922maptile::save_header (const char *path) 784maptile::_save_header (const char *path)
923{ 785{
924 object_freezer freezer; 786 object_freezer freezer;
925 787
926 if (!save_header (freezer)) 788 if (!_save_header (freezer))
927 return false; 789 return false;
928 790
929 return freezer.save (path); 791 return freezer.save (path);
930} 792}
793
794//+GPL
931 795
932/* 796/*
933 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
934 */ 798 */
935void 799void
936maptile::clear () 800maptile::clear ()
937{ 801{
938 if (!spaces) 802 if (spaces)
939 return; 803 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 805 while (object *op = ms->bot)
943 { 806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
944 if (op->head) 814 if (op == head)
945 op = op->head;
946
947 op->destroy_inv (false);
948 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
821 }
822
823 sfree0 (spaces, size ());
949 } 824 }
950
951 sfree (spaces, size ()), spaces = 0;
952 825
953 if (buttons) 826 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
955} 831}
956 832
957void 833void
958maptile::clear_header () 834maptile::clear_header ()
959{ 835{
961 msg = 0; 837 msg = 0;
962 maplore = 0; 838 maplore = 0;
963 shoprace = 0; 839 shoprace = 0;
964 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
965 841
966 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
967 tile_path [i] = 0; 843 tile_path [i] = 0;
968} 844}
969 845
970maptile::~maptile () 846maptile::~maptile ()
971{ 847{
978 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
979 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
980 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
981 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
982 */ 858 */
983 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
984 if (tile_map[i] == m) 860 if (tile_map[i] == m)
985 tile_map[i] = 0; 861 tile_map[i] = 0;
986} 862}
987 863
988void 864void
991 attachable::do_destroy (); 867 attachable::do_destroy ();
992 868
993 clear (); 869 clear ();
994} 870}
995 871
996/* 872/* decay and destroy perishable items in a map */
997 * Updates every button on the map (by calling update_button() for them). 873// TODO: should be done regularly, not on map load?
998 */
999void 874void
1000maptile::update_buttons () 875maptile::do_decay_objects ()
1001{ 876{
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next) 877 if (!spaces)
1003 for (objectlink *ol = obp->link; ol; ol = ol->next) 878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1004 { 882 {
1005 if (!ol->ob) 883 above = op->above;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
1006 { 899 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 900 op->stats.dam--;
1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 901 if (op->stats.dam < 0)
1009 continue; 902 destroy = 1;
1010 } 903 }
1011 904 else if (op->is_armor ())
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 { 905 {
1014 update_button (ol->ob); 906 op->stats.ac--;
1015 break; 907 if (op->stats.ac < 0)
908 destroy = 1;
1016 } 909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
1017 } 938 }
1018} 939}
1019 940
1020/* 941/*
1021 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1022 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1023 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1024 * 945 *
1025 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1026 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1027 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1028 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1029 */ 950 */
1030int 951int
1031maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1032{ 953{
1033 long monster_cnt = 0; 954 long monster_cnt = 0;
1035 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1036 957
1037 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1038 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
1039 { 960 {
1040 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1041 { 962 {
1042 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1043 monster_cnt++; 964 monster_cnt++;
1044 } 965 }
1045 966
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1047 { 968 {
1048 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1049 970
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1051 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1052
1053 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1054 } 982 }
1055 } 983 }
1056 984
1057 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1058 986
1071 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1072 */ 1000 */
1073int 1001int
1074maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1075{ 1003{
1076 int new_level = darkness + change;
1077
1078 /* Nothing to do */ 1004 /* Nothing to do */
1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1080 return 0; 1006 return 0;
1081 1007
1082 /* inform all players on the map */ 1008 /* inform all players on the map */
1083 if (change > 0) 1009 if (change > 0)
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 else 1011 else
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 1013
1088 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1089 * we need to be extra careful about negative values.
1090 * In general, the checks below are only needed if change
1091 * is not +/-1
1092 */
1093 if (new_level < 0)
1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1098 darkness = new_level;
1099 1015
1100 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1102 return 1; 1019 return 1;
1103} 1020}
1104 1021
1105/* 1022/*
1106 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1109 * through, etc) 1026 * through, etc)
1110 */ 1027 */
1111void 1028void
1112mapspace::update_ () 1029mapspace::update_ ()
1113{ 1030{
1114 object *tmp, *last = 0; 1031 object *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1116 New_Face *top, *floor, *middle; 1033 sint8 light = 0;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1119 1039
1120 middle = blank_face; 1040 //object *middle = 0;
1121 top = blank_face; 1041 //object *top = 0;
1122 floor = blank_face; 1042 //object *floor = 0;
1043 // this seems to generate better code than using locals, above
1044 object *&top = faces_obj[0] = 0;
1045 object *&middle = faces_obj[1] = 0;
1046 object *&floor = faces_obj[2] = 0;
1123 1047
1124 middle_obj = 0; 1048 object::flags_t allflags; // all flags of all objects or'ed together
1125 top_obj = 0;
1126 floor_obj = 0;
1127 1049
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1051 {
1130 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1131 * one). But if so, it shouldn't be a simple additive - 2
1132 * light bulbs do not illuminate twice as far as once since
1133 * it is a dissapation factor that is cubed.
1134 */
1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1137 1054
1138 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1139 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1140 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1141 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1142 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1143 * 1060 *
1144 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1145 */ 1062 */
1146 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1147 { 1064 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1066 top = tmp;
1152 } 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1068 {
1155 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1157 */ 1071 */
1158 middle = blank_face; 1072 middle = 0;
1159 top = blank_face; 1073 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1162 } 1077 }
1163 /* Flag anywhere have high priority */ 1078 else
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1079 {
1166 middle = tmp->face; 1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1167 1085
1168 middle_obj = tmp; 1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1169 anywhere = 1; 1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp;
1098 }
1170 } 1099 }
1171 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the
1173 * top
1174 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp;
1179 }
1180 }
1181
1182 if (tmp == tmp->above)
1183 {
1184 LOG (llevError, "Error in structure of map\n");
1185 exit (-1);
1186 } 1100 }
1187 1101
1188 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1189 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1190 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1191 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1192 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1193 1107
1194 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1195 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1196 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1200 } 1112 }
1201 1113
1202 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1203 this->flags_ = flags; 1125 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on; 1127 this->move_on = move_on;
1206 this->move_off = move_off; 1128 this->move_off = move_off;
1207 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1208 1132
1209 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1210 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1211 * this point. 1135 * this point.
1212 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1219 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1222 */ 1146 */
1223 if (top == middle) 1147 if (top == middle)
1224 middle = blank_face; 1148 middle = 0;
1225 1149
1226 /* There are three posibilities at this point: 1150 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1230 */ 1154 */
1231 1155
1232 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1233 { 1157 {
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1236 break; 1160 break;
1237 1161
1238 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1163 if (top && middle)
1240 break; 1164 break;
1241 1165
1242 /* Only show visible faces */ 1166 /* Only show visible faces */
1243 if (!tmp->invisible) 1167 if (!tmp->invisible)
1244 { 1168 {
1245 /* Fill in top if needed */ 1169 /* Fill in top if needed */
1246 if (top == blank_face) 1170 if (!top)
1247 { 1171 {
1248 top = tmp->face;
1249 top_obj = tmp; 1172 top = tmp;
1250 if (top == middle) 1173 if (top == middle)
1251 middle = blank_face; 1174 middle = 0;
1252 } 1175 }
1253 else 1176 else
1254 { 1177 {
1255 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1256 * middle is not set 1179 * middle is not set
1257 * 1180 *
1258 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1260 * 1183 *
1261 */ 1184 */
1262 if (tmp->face != top) 1185 if (tmp != top)
1263 { 1186 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1187 middle = tmp;
1266 break; 1188 break;
1267 } 1189 }
1268 } 1190 }
1269 } 1191 }
1270 } 1192 }
1271 1193
1272 if (middle == floor) 1194 if (middle == floor)
1273 middle = blank_face; 1195 middle = 0;
1274 1196
1275 if (top == middle) 1197 if (top == middle)
1276 middle = blank_face; 1198 middle = 0;
1277 1199
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1200 // set lower map transparent floor flag if applicable
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1281}
1282
1283/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly found
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num].
1287 */
1288static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num)
1290{
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 { 1202 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1203 floor->set_anim_frame (0);
1296 1204
1297 if (!mp) 1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1298 { 1206 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1207 mapspace &ms = m->at (floor->x, floor->y);
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1208 ms.update ();
1301 &orig_map->tile_path[tile_num], &orig_map->path); 1209
1302 mp = new maptile (1, 1); 1210 if (object *floor2 = ms.faces_obj [2])
1303 mp->alloc (); 1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1304 mp->in_memory = MAP_IN_MEMORY; 1212 {
1213 floor->set_anim_frame (1);
1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
1218
1219 ms.pflags |= PF_VIS_UP;
1305 } 1220 }
1306 } 1221 }
1307 1222
1308 int dest_tile = (tile_num + 2) % 4; 1223#if 0
1224 faces_obj [0] = top;
1225 faces_obj [1] = middle;
1226 faces_obj [2] = floor;
1227#endif
1228}
1309 1229
1310 orig_map->tile_map [tile_num] = mp; 1230void
1231mapspace::update_up ()
1232{
1233 // invalidate up
1234 if (!(pflags & PF_VIS_UP))
1235 return;
1311 1236
1312 // optimisation: back-link map to origin map if euclidean 1237 pflags &= ~PF_VIS_UP;
1313 //TODO: non-euclidean maps MUST GO
1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1316 1238
1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
1244maptile *
1245maptile::tile_available (int dir, bool load)
1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1251 if (tile_path [dir])
1252 {
1253 // well, try to locate it then, if possible - maybe it's there already
1254 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274 else if (0)//D
1275 {
1276 // as an optimisation, link us against the other map if the other map
1277 // has us as neighbour, which is very common, but not guaranteed.
1278 int dir2 = REVERSE_TILE_DIR (dir);
1279
1280 if (m->tile_path [dir2] == path)
1281 m->tile_map [dir2] = this;
1282 }
1283
1284
1285 return tile_map [dir] = m;
1286 }
1287 }
1288
1317 return mp; 1289 return 0;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1324} 1290}
1325 1291
1326/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1307 if (!m)
1342 return 0; 1308 return 0;
1343 1309
1344 if (x < 0) 1310 if (x < 0)
1345 { 1311 {
1346 if (!m->tile_path[3]) 1312 if (!m->tile_available (TILE_WEST))
1347 return 1; 1313 return 1;
1348 1314
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1315 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1353 } 1316 }
1354 1317
1355 if (x >= m->width) 1318 if (x >= m->width)
1356 { 1319 {
1357 if (!m->tile_path[1]) 1320 if (!m->tile_available (TILE_EAST))
1358 return 1; 1321 return 1;
1359 1322
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y); 1323 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1364 } 1324 }
1365 1325
1366 if (y < 0) 1326 if (y < 0)
1367 { 1327 {
1368 if (!m->tile_path[0]) 1328 if (!m->tile_available (TILE_NORTH))
1369 return 1; 1329 return 1;
1370 1330
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1331 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1375 } 1332 }
1376 1333
1377 if (y >= m->height) 1334 if (y >= m->height)
1378 { 1335 {
1379 if (!m->tile_path[2]) 1336 if (!m->tile_available (TILE_SOUTH))
1380 return 1; 1337 return 1;
1381 1338
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384
1385 return out_of_map (m->tile_map[2], x, y - m->height); 1339 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1386 } 1340 }
1387 1341
1388 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1389 * map. 1343 * map.
1390 */ 1344 */
1402maptile * 1356maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1358{
1405 if (x < 0) 1359 if (x < 0)
1406 { 1360 {
1407 if (!tile_path[3]) 1361 if (!tile_available (TILE_WEST))
1408 return 0; 1362 return 0;
1409 1363
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1364 x += tile_map [TILE_WEST]->width;
1412 return tile_map[3]->xy_find (x, y); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
1413 } 1366 }
1414 1367
1415 if (x >= width) 1368 if (x >= width)
1416 { 1369 {
1417 if (!tile_path[1]) 1370 if (!tile_available (TILE_EAST))
1418 return 0; 1371 return 0;
1419 1372
1420 find_and_link (this, 1);
1421 x -= width; 1373 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
1423 } 1375 }
1424 1376
1425 if (y < 0) 1377 if (y < 0)
1426 { 1378 {
1427 if (!tile_path[0]) 1379 if (!tile_available (TILE_NORTH))
1428 return 0; 1380 return 0;
1429 1381
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1382 y += tile_map [TILE_NORTH]->height;
1432 return tile_map[0]->xy_find (x, y); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
1433 } 1384 }
1434 1385
1435 if (y >= height) 1386 if (y >= height)
1436 { 1387 {
1437 if (!tile_path[2]) 1388 if (!tile_available (TILE_SOUTH))
1438 return 0; 1389 return 0;
1439 1390
1440 find_and_link (this, 2);
1441 y -= height; 1391 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
1443 } 1393 }
1444 1394
1445 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1446 * map. 1396 * map.
1447 */ 1397 */
1450 1400
1451/** 1401/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1454 */ 1404 */
1455static int 1405int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1457{ 1407{
1458 if (!map1 || !map2) 1408 if (!map1 || !map2)
1459 return 0; 1409 return 0;
1460 1410
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1411 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1412 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1413 if (map1 == map2)
1464 { 1414 {
1465 *dx = 0; 1415 *dx = 0;
1466 *dy = 0; 1416 *dy = 0;
1467 } 1417 }
1468 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
1469 { /* up */ 1419 {
1470 *dx = 0; 1420 *dx = 0;
1471 *dy = -map2->height; 1421 *dy = -map2->height;
1472 } 1422 }
1473 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_available (TILE_EAST , false) == map2)
1474 { /* right */ 1424 {
1475 *dx = map1->width; 1425 *dx = map1->width;
1476 *dy = 0; 1426 *dy = 0;
1477 } 1427 }
1478 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1479 { /* down */ 1429 {
1480 *dx = 0; 1430 *dx = 0;
1481 *dy = map1->height; 1431 *dy = map1->height;
1482 } 1432 }
1483 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_available (TILE_WEST , false) == map2)
1484 { /* left */ 1434 {
1485 *dx = -map2->width; 1435 *dx = -map2->width;
1486 *dy = 0; 1436 *dy = 0;
1487 } 1437 }
1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1489 { /* up right */ 1439 { /* up right */
1490 *dx = map1->tile_map[0]->width; 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
1491 *dy = -map1->tile_map[0]->height; 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
1492 } 1442 }
1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1494 { /* up left */ 1444 { /* up left */
1495 *dx = -map2->width; 1445 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height; 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
1497 } 1447 }
1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1499 { /* right up */ 1449 { /* right up */
1500 *dx = map1->width; 1450 *dx = +map1->width;
1501 *dy = -map2->height; 1451 *dy = -map2->height;
1502 } 1452 }
1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1504 { /* right down */ 1454 { /* right down */
1505 *dx = map1->width; 1455 *dx = +map1->width;
1506 *dy = map1->tile_map[1]->height; 1456 *dy = +map1->tile_map[TILE_EAST]->height;
1507 } 1457 }
1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1509 { /* down right */ 1459 { /* down right */
1510 *dx = map1->tile_map[2]->width; 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
1511 *dy = map1->height; 1461 *dy = +map1->height;
1512 } 1462 }
1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1514 { /* down left */ 1464 { /* down left */
1515 *dx = -map2->width; 1465 *dx = -map2->width;
1516 *dy = map1->height; 1466 *dy = +map1->height;
1517 } 1467 }
1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1519 { /* left up */ 1469 { /* left up */
1520 *dx = -map1->tile_map[3]->width; 1470 *dx = -map1->tile_map[TILE_WEST]->width;
1521 *dy = -map2->height; 1471 *dy = -map2->height;
1522 } 1472 }
1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1524 { /* left down */ 1474 { /* left down */
1525 *dx = -map1->tile_map[3]->width; 1475 *dx = -map1->tile_map[TILE_WEST]->width;
1526 *dy = map1->tile_map[3]->height; 1476 *dy = +map1->tile_map[TILE_WEST]->height;
1527 } 1477 }
1528 else 1478 else
1529 return 0; 1479 return 0;
1530 1480
1531 return 1; 1481 return 1;
1551/* From map.c 1501/* From map.c
1552 * This is used by get_player to determine where the other 1502 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1503 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1558 * monster that is closest. 1508 * monster that is closest.
1559 * 1509 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1567 * 1517 *
1568 * currently, the only flag supported (0x1) is don't translate for 1518 * currently, the only flag supported (0x1) is don't translate for
1569 * closest body part of 'op1' 1519 * closest body part of 'op1'
1570 */ 1520 */
1571void 1521void
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1573{ 1523{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1525 {
1576 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1527 retval->distance = 10000;
1578 retval->distance_x = 32767; 1528 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1529 retval->distance_y = 10000;
1580 retval->direction = 0; 1530 retval->direction = 0;
1581 retval->part = 0; 1531 retval->part = 0;
1582 } 1532 }
1583 else 1533 else
1584 { 1534 {
1585 object *best;
1586
1587 retval->distance_x += op2->x - op1->x; 1535 retval->distance_x += op2->x - op1->x;
1588 retval->distance_y += op2->y - op1->y; 1536 retval->distance_y += op2->y - op1->y;
1589 1537
1590 best = op1; 1538 object *best = op1;
1539
1591 /* If this is multipart, find the closest part now */ 1540 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1541 if (!(flags & 1) && op1->more)
1593 { 1542 {
1594 object *tmp; 1543 int best_distance = idistance (retval->distance_x, retval->distance_y);
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1544
1597 /* we just take the offset of the piece to head to figure 1545 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1546 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1547 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1548 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1549 * below works.
1602 */ 1550 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1551 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1552 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1553 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1554
1607 if (tmpi < best_distance) 1555 if (tmpi < best_distance)
1608 { 1556 {
1609 best_distance = tmpi; 1557 best_distance = tmpi;
1610 best = tmp; 1558 best = tmp;
1611 } 1559 }
1612 } 1560 }
1561
1613 if (best != op1) 1562 if (best != op1)
1614 { 1563 {
1615 retval->distance_x += op1->x - best->x; 1564 retval->distance_x += op1->x - best->x;
1616 retval->distance_y += op1->y - best->y; 1565 retval->distance_y += op1->y - best->y;
1617 } 1566 }
1618 } 1567 }
1568
1619 retval->part = best; 1569 retval->part = best;
1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1570 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1622 } 1572 }
1623} 1573}
1624 1574
1625/* this is basically the same as get_rangevector above, but instead of 1575/* this is basically the same as get_rangevector above, but instead of
1626 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1630 * flags has no meaning for this function at this time - I kept it in to 1580 * flags has no meaning for this function at this time - I kept it in to
1631 * be more consistant with the above function and also in case they are needed 1581 * be more consistant with the above function and also in case they are needed
1632 * for something in the future. Also, since no object is pasted, the best 1582 * for something in the future. Also, since no object is pasted, the best
1633 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
1634 */ 1584 */
1635
1636void 1585void
1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1586get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1638{ 1587{
1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1588 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 { 1589 {
1641 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
1642 retval->distance = 100000; 1591 retval->distance = 100000;
1643 retval->distance_x = 32767; 1592 retval->distance_x = 32767;
1644 retval->distance_y = 32767; 1593 retval->distance_y = 32767;
1645 retval->direction = 0; 1594 retval->direction = 0;
1646 retval->part = 0; 1595 retval->part = 0;
1647 } 1596 }
1648 else 1597 else
1649 { 1598 {
1650 retval->distance_x += op2->x - x; 1599 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y; 1600 retval->distance_y += op2->y - y;
1652 1601
1653 retval->part = NULL; 1602 retval->part = 0;
1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1603 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1604 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1656 } 1605 }
1657} 1606}
1658 1607
1659/* Returns true of op1 and op2 are effectively on the same map 1608/* Returns true of op1 and op2 are effectively on the same map
1660 * (as related to map tiling). Note that this looks for a path from 1609 * (as related to map tiling). Note that this looks for a path from
1670 int dx, dy; 1619 int dx, dy;
1671 1620
1672 return adjacent_map (op1->map, op2->map, &dx, &dy); 1621 return adjacent_map (op1->map, op2->map, &dx, &dy);
1673} 1622}
1674 1623
1624//-GPL
1625
1675object * 1626object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags) 1627maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{ 1628{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1629 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682} 1630}
1683 1631
1632region *
1633maptile::region (int x, int y) const
1634{
1635 if (regions
1636 && regionmap
1637 && !OUT_OF_REAL_MAP (this, x, y))
1638 if (struct region *reg = regionmap [regions [y * width + x]])
1639 return reg;
1640
1641 if (default_region)
1642 return default_region;
1643
1644 return ::region::default_region ();
1645}
1646
1647//+GPL
1648
1649/* picks a random object from a style map.
1650 */
1651object *
1652maptile::pick_random_object (rand_gen &gen) const
1653{
1654 /* while returning a null object will result in a crash, that
1655 * is actually preferable to an infinite loop. That is because
1656 * most servers will automatically restart in case of crash.
1657 * Change the logic on getting the random space - shouldn't make
1658 * any difference, but this seems clearer to me.
1659 */
1660 for (int i = 1000; --i;)
1661 {
1662 object *pick = at (gen (width), gen (height)).bot;
1663
1664 // must be head: do not prefer big monsters just because they are big.
1665 if (pick && pick->is_head ())
1666 return pick;
1667 }
1668
1669 // instead of crashing in the unlikely(?) case, try to return *something*
1670 return archetype::find (shstr_bug);
1671}
1672
1673//-GPL
1674
1675void
1676maptile::play_sound (faceidx sound, int x, int y) const
1677{
1678 if (!sound)
1679 return;
1680
1681 for_all_players_on_map (pl, this)
1682 if (client *ns = pl->ns)
1683 {
1684 int dx = x - pl->ob->x;
1685 int dy = y - pl->ob->y;
1686
1687 int distance = idistance (dx, dy);
1688
1689 if (distance <= MAX_SOUND_DISTANCE)
1690 ns->play_sound (sound, dx, dy);
1691 }
1692}
1693
1694void
1695maptile::say_msg (const char *msg, int x, int y) const
1696{
1697 for_all_players (pl)
1698 if (client *ns = pl->ns)
1699 {
1700 int dx = x - pl->ob->x;
1701 int dy = y - pl->ob->y;
1702
1703 int distance = idistance (dx, dy);
1704
1705 if (distance <= MAX_SOUND_DISTANCE)
1706 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1707 }
1708}
1709
1710dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1711
1712static void
1713split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1714{
1715 // clip to map to the left
1716 if (x0 < 0)
1717 {
1718 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1719 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1720
1721 if (x1 < 0) // entirely to the left
1722 return;
1723
1724 x0 = 0;
1725 }
1726
1727 // clip to map to the right
1728 if (x1 > m->width)
1729 {
1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1731 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1732
1733 if (x0 >= m->width) // entirely to the right
1734 return;
1735
1736 x1 = m->width;
1737 }
1738
1739 // clip to map to the north
1740 if (y0 < 0)
1741 {
1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1743 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1744
1745 if (y1 < 0) // entirely to the north
1746 return;
1747
1748 y0 = 0;
1749 }
1750
1751 // clip to map to the south
1752 if (y1 > m->height)
1753 {
1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1755 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1756
1757 if (y0 >= m->height) // entirely to the south
1758 return;
1759
1760 y1 = m->height;
1761 }
1762
1763 // if we get here, the rect is within the current map
1764 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1765
1766 r->m = m;
1767 r->x0 = x0;
1768 r->y0 = y0;
1769 r->x1 = x1;
1770 r->y1 = y1;
1771 r->dx = dx;
1772 r->dy = dy;
1773}
1774
1775maprect *
1776maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1777{
1778 buf.clear ();
1779
1780 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1781
1782 // add end marker
1783 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1784 r->m = 0;
1785
1786 return (maprect *)buf.linearise ();
1787}
1788

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