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Comparing deliantra/server/common/map.C (file contents):
Revision 1.71 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.195 by root, Wed Apr 21 06:42:33 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
31#include "path.h" 28#include "path.h"
32 29
33/* 30//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 31
47/* 32sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 33
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
102 * 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
137 * by the caller. 72 * by the caller.
138 */ 73 */
139int 74int
140blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 76{
142 object *tmp;
143 int mflags, blocked;
144
145 /* 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
146 * have already checked this. 78 * have already checked this.
147 */ 79 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 81 {
150 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");
151 return 1; 83 return 1;
152 } 84 }
153 85
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 87
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
160 90
161 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 93 * things we need to do for players.
164 */ 94 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
166 return 0; 96 return 0;
167 97
168 /* 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
169 * 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
170 * 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
171 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
174 */ 104 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 106 return 0;
177 107
178 if (ob->head != NULL)
179 ob = ob->head; 108 ob = ob->head_ ();
180 109
181 /* 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
182 * 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
183 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
185 */ 114 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
187 { 116 {
188 117 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 118 {
192 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
194 * pass through this space. 121 return 1;
195 */ 122 else
196 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
197 { 126 {
198 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))
199 return 1; 131 return 1;
200 else 132 }
201 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;
202 } 142 }
203 else 143 else
204 { 144 return 1; // unconditional block
205 /* In this case, the player must not have the object - 145
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 146 } else {
215 { 147 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 149 // blocks anything
218 * movement, can't move here. 150
219 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
220 * hidden dm 152 && tmp->type != DOOR
221 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1; 154 return 1;
227 } 155 }
228
229 } 156 }
157
230 return 0; 158 return 0;
231} 159}
232 160
233
234/* 161/*
235 * 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
236 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
240 * 167 *
241 * 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.
242 * 169 *
243 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
255 * 182 *
256 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
257 * 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
258 * against the move_block values. 185 * against the move_block values.
259 */ 186 */
260int 187bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
262{ 189{
263 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
277 193
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
279 { 195 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 196
282 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 198
284 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 200 return 1;
286 201
287 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
288 203 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * 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.
292 */ 205 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 207 continue;
296 208
297 /* 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
298 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
299 */ 211 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
301 return P_NO_PASS; 213 return 1;
302 } 214 }
303 215
304 return 0; 216 return 0;
305} 217}
306 218
307/* When the map is loaded, load_object does not actually insert objects 219//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 220
335void 221void
336maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
337{ 223{
338 if (!spaces) 224 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
344} 230}
345 231
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
346/* 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
347 * 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
348 * 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
349 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 264 */
352void 265void
353maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
354{ 267{
355 if (!spaces) 268 if (!spaces)
356 return; 269 return;
357 270
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 272 {
273 object *op = ms->bot;
274 while (op)
360 { 275 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 278 {
375 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
376 281
377 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 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
392 } 289 }
290 else
291 op = op->above;
393 } 292 }
394
395 tmp = above;
396 } 293 }
397} 294}
295
296//-GPL
398 297
399/* 298/*
400 * 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
401 * file pointer. 300 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 301 */
404bool 302bool
405maptile::load_objects (object_thawer &thawer) 303maptile::_load_objects (object_thawer &f)
406{ 304{
407 int unique; 305 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 306 {
415 /* if the archetype for the object is null, means that we 307 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 308
417 * or editor will not be able to do anything with it either. 309 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 310 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 311 case KW_arch:
312 if (object *op = object::read (f, this))
313 {
314 // TODO: why?
315 if (op->inv)
316 op->update_weight ();
317
318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
341 }
342
422 continue; 343 continue;
423 }
424 344
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 345 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 346 return true;
438 op->head = prev, last_more->more = op, last_more = op; 347
348 default:
349 if (!f.parse_error ("map file"))
350 return false;
439 break; 351 break;
440 } 352 }
441 353
442 op = object::create (); 354 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 355 }
463#endif
464 356
465 return true; 357 return true;
466} 358}
467 359
468void 360void
469maptile::activate () 361maptile::activate ()
470{ 362{
471 if (!spaces) 363 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 365 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 366 op->activate_recursive ();
477} 367}
478 368
479void 369void
480maptile::deactivate () 370maptile::deactivate ()
481{ 371{
482 if (!spaces) 372 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 374 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 375 op->deactivate_recursive ();
488} 376}
489 377
490bool 378bool
491maptile::save_objects (object_freezer &freezer, int flags) 379maptile::_save_objects (object_freezer &f, int flags)
492{ 380{
493 static int cede_count = 0; 381 coroapi::cede_to_tick ();
494 382
495 if (flags & IO_HEADER) 383 if (flags & IO_HEADER)
496 save_header (freezer); 384 _save_header (f);
497 385
498 if (!spaces) 386 if (!spaces)
499 return false; 387 return false;
500 388
501 for (int i = 0; i < size (); ++i) 389 for (int i = 0; i < size (); ++i)
502 { 390 {
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508
509 int unique = 0; 391 bool unique = 0;
392
510 for (object *op = spaces [i].bot; op; op = op->above) 393 for (object *op = spaces [i].bot; op; op = op->above)
511 { 394 {
512 // count per-object, but cede only when modification-safe
513 cede_count++;
514
515 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
516 unique = 1;
517 396
518 if (!op->can_map_save ()) 397 if (expect_false (!op->can_map_save ()))
519 continue; 398 continue;
520 399
521 if (unique || op->flag [FLAG_UNIQUE]) 400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
522 { 401 {
523 if (flags & IO_UNIQUES) 402 if (flags & IO_UNIQUES)
524 save_object (freezer, op, 1); 403 op->write (f);
525 } 404 }
526 else if (flags & IO_OBJECTS) 405 else if (expect_true (flags & IO_OBJECTS))
527 save_object (freezer, op, 1); 406 op->write (f);
528 } 407 }
529 } 408 }
530 409
410 coroapi::cede_to_tick ();
411
531 return true; 412 return true;
532} 413}
533 414
534bool 415bool
535maptile::load_objects (const char *path, bool skip_header) 416maptile::_save_objects (const char *path, int flags)
536{ 417{
537 object_thawer thawer (path); 418 object_freezer freezer;
538 419
539 if (!thawer) 420 if (!_save_objects (freezer, flags))
540 return false; 421 return false;
541 422
542 if (skip_header)
543 for (;;)
544 {
545 keyword kw = thawer.get_kv ();
546
547 if (kw == KW_end)
548 break;
549
550 thawer.skip_kv (kw);
551 }
552
553 return load_objects (thawer);
554}
555
556bool
557maptile::save_objects (const char *path, int flags)
558{
559 object_freezer freezer;
560
561 if (!save_objects (freezer, flags))
562 return false;
563
564 return freezer.save (path); 423 return freezer.save (path);
565} 424}
566 425
567maptile::maptile () 426void
427maptile::init ()
568{ 428{
569 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
570 430
571 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
572 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
573 */ 433 */
574 width = 16; 434 width = 16;
575 height = 16; 435 height = 16;
436 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³
576 reset_timeout = 0; 439 reset_timeout = 0;
577 timeout = 300;
578 enter_x = 0; 440 enter_x = 0;
579 enter_y = 0; 441 enter_y = 0;
580} 442}
581 443
444maptile::maptile ()
445{
446 init ();
447}
448
582maptile::maptile (int w, int h) 449maptile::maptile (int w, int h)
583{ 450{
584 in_memory = MAP_SWAPPED; 451 init ();
585 452
586 width = w; 453 width = w;
587 height = h; 454 height = h;
588 reset_timeout = 0;
589 timeout = 300;
590 enter_x = 0;
591 enter_y = 0;
592 455
593 alloc (); 456 alloc ();
594} 457}
595 458
596/* 459/*
604 if (spaces) 467 if (spaces)
605 return; 468 return;
606 469
607 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
608} 471}
472
473//+GPL
609 474
610/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
611 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
612 * at a later date. 477 * at a later date.
613 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
690 return items; 555 return items;
691} 556}
692 557
693/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
694 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
695static void 560static const char *
696print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
697{ 562{
698 int i; 563 static dynbuf_text buf; buf.clear ();
699 char tmp[MAX_BUF];
700 564
701 strcpy (output_string, "");
702 for (i = 0; i < m->shopitems[0].index; i++) 565 for (int i = 0; i < m->shopitems[0].index; i++)
703 { 566 {
704 if (m->shopitems[i].typenum) 567 if (m->shopitems[i].typenum)
705 { 568 {
706 if (m->shopitems[i].strength) 569 if (m->shopitems[i].strength)
707 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 570 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
708 else 571 else
709 sprintf (tmp, "%s;", m->shopitems[i].name); 572 buf.printf ("%s;", m->shopitems[i].name);
710 } 573 }
711 else 574 else
712 { 575 {
713 if (m->shopitems[i].strength) 576 if (m->shopitems[i].strength)
714 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 577 buf.printf ("*:%d;", m->shopitems[i].strength);
715 else 578 else
716 sprintf (tmp, "*"); 579 buf.printf ("*");
717 } 580 }
718
719 strcat (output_string, tmp);
720 } 581 }
582
583 return buf;
721} 584}
585
586//-GPL
722 587
723/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
724 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
725 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
726 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
730 * This could be done in lex (like the object loader), but I think 595 * This could be done in lex (like the object loader), but I think
731 * currently, there are few enough fields this is not a big deal. 596 * currently, there are few enough fields this is not a big deal.
732 * MSW 2001-07-01 597 * MSW 2001-07-01
733 */ 598 */
734bool 599bool
735maptile::load_header (object_thawer &thawer) 600maptile::_load_header (object_thawer &thawer)
736{ 601{
737 for (;;) 602 for (;;)
738 { 603 {
739 keyword kw = thawer.get_kv ();
740
741 switch (kw) 604 switch (thawer.kw)
742 { 605 {
743 case KW_EOF:
744 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
745 return false;
746
747 case KW_end:
748 return true;
749
750 default:
751 case KW_ERROR:
752 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
753 break;
754
755 case KW_msg: 606 case KW_msg:
756 thawer.get_ml (KW_endmsg, msg); 607 thawer.get_ml (KW_endmsg, msg);
757 break; 608 break;
758 609
759 case KW_lore: // CF+ extension 610 case KW_lore: // CF+ extension
781 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
782 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
783 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
784 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
785 case KW_outdoor: thawer.get (outdoor); break; 636 case KW_outdoor: thawer.get (outdoor); break;
786 case KW_temp: thawer.get (temp); break;
787 case KW_pressure: thawer.get (pressure); break;
788 case KW_humid: thawer.get (humid); break;
789 case KW_windspeed: thawer.get (windspeed); break;
790 case KW_winddir: thawer.get (winddir); break;
791 case KW_sky: thawer.get (sky); break;
792 637
793 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
794 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
640 case KW_no_reset: thawer.get (no_reset); break;
641 case KW_no_drop: thawer.get (no_drop); break;
795 642
796 case KW_region: get_region_by_name (thawer.get_str ()); break; 643 case KW_region: default_region = region::find (thawer.get_str ()); break;
797 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
798 645
799 // old names new names 646 // old names new names
800 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 647 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
801 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 648 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
809 656
810 case KW_tile_path_1: thawer.get (tile_path [0]); break; 657 case KW_tile_path_1: thawer.get (tile_path [0]); break;
811 case KW_tile_path_2: thawer.get (tile_path [1]); break; 658 case KW_tile_path_2: thawer.get (tile_path [1]); break;
812 case KW_tile_path_3: thawer.get (tile_path [2]); break; 659 case KW_tile_path_3: thawer.get (tile_path [2]); break;
813 case KW_tile_path_4: thawer.get (tile_path [3]); break; 660 case KW_tile_path_4: thawer.get (tile_path [3]); break;
661
662 case KW_ERROR:
663 set_key_text (thawer.kw_str, thawer.value);
664 break;
665
666 case KW_end:
667 thawer.next ();
668 return true;
669
670 default:
671 if (!thawer.parse_error ("map"))
672 return false;
673 break;
814 } 674 }
675
676 thawer.next ();
815 } 677 }
816 678
817 abort (); 679 abort ();
818} 680}
819 681
820bool 682//+GPL
821maptile::load_header (const char *path)
822{
823 object_thawer thawer (path);
824
825 if (!thawer)
826 return false;
827
828 return load_header (thawer);
829}
830 683
831/****************************************************************************** 684/******************************************************************************
832 * This is the start of unique map handling code 685 * This is the start of unique map handling code
833 *****************************************************************************/ 686 *****************************************************************************/
834 687
841 int unique = 0; 694 int unique = 0;
842 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
843 { 696 {
844 object *above = op->above; 697 object *above = op->above;
845 698
846 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
847 unique = 1; 700 unique = 1;
848 701
849 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
850 {
851 op->destroy_inv (false);
852 op->destroy (); 703 op->destroy ();
853 }
854 704
855 op = above; 705 op = above;
856 } 706 }
857 } 707 }
858} 708}
859 709
710//-GPL
711
860bool 712bool
861maptile::save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
862{ 714{
863#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
864#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
865 717
866 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
867 719
868 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
869 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
870 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
871 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
872 MAP_OUT (fixed_resettime); 724 MAP_OUT (fixed_resettime);
725 MAP_OUT (no_reset);
726 MAP_OUT (no_drop);
873 MAP_OUT (difficulty); 727 MAP_OUT (difficulty);
874
875 if (region) MAP_OUT2 (region, region->name); 728 if (default_region) MAP_OUT2 (region, default_region->name);
876 729
877 if (shopitems) 730 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
878 {
879 char shop[MAX_BUF];
880 print_shop_string (this, shop);
881 MAP_OUT2 (shopitems, shop);
882 }
883
884 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
885 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
886 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
887 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
888 MAP_OUT (darkness); 735
889 MAP_OUT (width); 736 MAP_OUT (width);
890 MAP_OUT (height); 737 MAP_OUT (height);
891 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
892 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
893 740 MAP_OUT (darkness);
894 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
895 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
896
897 MAP_OUT (outdoor); 741 MAP_OUT (outdoor);
898 MAP_OUT (temp); 742
899 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
900 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
901 MAP_OUT (windspeed);
902 MAP_OUT (winddir);
903 MAP_OUT (sky);
904 745
905 MAP_OUT (per_player); 746 MAP_OUT (per_player);
906 MAP_OUT (per_party); 747 MAP_OUT (per_party);
907 748
908 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
909 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
910 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
911 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
912 753
913 freezer.put (this); 754 freezer.put (this);
914 freezer.put (KW_end); 755 freezer.put (KW(end));
915 756
916 return true; 757 return true;
917} 758}
918 759
919bool 760bool
920maptile::save_header (const char *path) 761maptile::_save_header (const char *path)
921{ 762{
922 object_freezer freezer; 763 object_freezer freezer;
923 764
924 if (!save_header (freezer)) 765 if (!_save_header (freezer))
925 return false; 766 return false;
926 767
927 return freezer.save (path); 768 return freezer.save (path);
928} 769}
770
771//+GPL
929 772
930/* 773/*
931 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
932 */ 775 */
933void 776void
934maptile::clear () 777maptile::clear ()
935{ 778{
936 if (!spaces) 779 if (spaces)
937 return; 780 {
938
939 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 781 for (mapspace *ms = spaces + size (); ms-- > spaces; )
940 while (object *op = ms->bot) 782 while (object *op = ms->bot)
941 { 783 {
784 // manually remove, as to not trigger anything
785 if (ms->bot = op->above)
786 ms->bot->below = 0;
787
788 op->flag [FLAG_REMOVED] = true;
789
790 object *head = op->head_ ();
942 if (op->head) 791 if (op == head)
943 op = op->head;
944
945 op->destroy_inv (false);
946 op->destroy (); 792 op->destroy ();
793 else if (head->map != op->map)
794 {
795 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
796 head->destroy ();
797 }
798 }
799
800 sfree0 (spaces, size ());
947 } 801 }
948
949 sfree (spaces, size ()), spaces = 0;
950 802
951 if (buttons) 803 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 804 free_objectlinkpt (buttons), buttons = 0;
805
806 sfree0 (regions, size ());
807 delete [] regionmap; regionmap = 0;
953} 808}
954 809
955void 810void
956maptile::clear_header () 811maptile::clear_header ()
957{ 812{
989 attachable::do_destroy (); 844 attachable::do_destroy ();
990 845
991 clear (); 846 clear ();
992} 847}
993 848
994/* 849/* decay and destroy perishable items in a map */
995 * Updates every button on the map (by calling update_button() for them). 850// TODO: should be done regularly, not on map load?
996 */
997void 851void
998maptile::update_buttons () 852maptile::do_decay_objects ()
999{ 853{
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next) 854 if (!spaces)
1001 for (objectlink *ol = obp->link; ol; ol = ol->next) 855 return;
856
857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
858 for (object *above, *op = ms->bot; op; op = above)
1002 { 859 {
1003 if (!ol->ob) 860 above = op->above;
861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
866 bool destroy = 0;
867
868 if (op->flag [FLAG_IS_FLOOR]
869 || op->flag [FLAG_OBJ_ORIGINAL]
870 || op->flag [FLAG_UNIQUE]
871 || op->flag [FLAG_OVERLAY_FLOOR]
872 || op->flag [FLAG_UNPAID]
873 || op->is_alive ())
874 ; // do not decay
875 else if (op->is_weapon ())
1004 { 876 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 877 op->stats.dam--;
1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 878 if (op->stats.dam < 0)
1007 continue; 879 destroy = 1;
1008 } 880 }
1009 881 else if (op->is_armor ())
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 { 882 {
1012 update_button (ol->ob); 883 op->stats.ac--;
1013 break; 884 if (op->stats.ac < 0)
885 destroy = 1;
1014 } 886 }
887 else if (op->type == FOOD)
888 {
889 op->stats.food -= rndm (5, 20);
890 if (op->stats.food < 0)
891 destroy = 1;
892 }
893 else
894 {
895 int mat = op->materials;
896
897 if (mat & M_PAPER
898 || mat & M_LEATHER
899 || mat & M_WOOD
900 || mat & M_ORGANIC
901 || mat & M_CLOTH
902 || mat & M_LIQUID
903 || (mat & M_IRON && rndm (1, 5) == 1)
904 || (mat & M_GLASS && rndm (1, 2) == 1)
905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
907 //|| (mat & M_ICE && temp > 32)
908 )
909 destroy = 1;
910 }
911
912 /* adjust overall chance below */
913 if (destroy && rndm (0, 1))
914 op->destroy ();
1015 } 915 }
1016} 916}
1017 917
1018/* 918/*
1019 * This routine is supposed to find out the difficulty of the map. 919 * This routine is supposed to find out the difficulty of the map.
1020 * difficulty does not have a lot to do with character level, 920 * difficulty does not have a lot to do with character level,
1021 * but does have a lot to do with treasure on the map. 921 * but does have a lot to do with treasure on the map.
1022 * 922 *
1023 * Difficulty can now be set by the map creature. If the value stored 923 * Difficulty can now be set by the map creator. If the value stored
1024 * in the map is zero, then use this routine. Maps should really 924 * in the map is zero, then use this routine. Maps should really
1025 * have a difficulty set than using this function - human calculation 925 * have a difficulty set rather than using this function - human calculation
1026 * is much better than this functions guesswork. 926 * is much better than this function's guesswork.
1027 */ 927 */
1028int 928int
1029maptile::estimate_difficulty () const 929maptile::estimate_difficulty () const
1030{ 930{
1031 long monster_cnt = 0; 931 long monster_cnt = 0;
1033 sint64 total_exp = 0; 933 sint64 total_exp = 0;
1034 934
1035 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1036 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
1037 { 937 {
1038 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
1039 { 939 {
1040 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
1041 monster_cnt++; 941 monster_cnt++;
1042 } 942 }
1043 943
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
1045 { 945 {
1046 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
1047 947
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 948 if (archetype *at = op->other_arch)
949 {
1049 total_exp += at->clone.stats.exp * 8; 950 total_exp += at->stats.exp * 8;
1050
1051 monster_cnt++; 951 monster_cnt++;
952 }
953
954 for (object *inv = op->inv; inv; inv = inv->below)
955 {
956 total_exp += op->stats.exp * 8;
957 monster_cnt++;
958 }
1052 } 959 }
1053 } 960 }
1054 961
1055 avgexp = (double) total_exp / monster_cnt; 962 avgexp = (double) total_exp / monster_cnt;
1056 963
1069 * postive values make it darker, negative make it brighter 976 * postive values make it darker, negative make it brighter
1070 */ 977 */
1071int 978int
1072maptile::change_map_light (int change) 979maptile::change_map_light (int change)
1073{ 980{
1074 int new_level = darkness + change;
1075
1076 /* Nothing to do */ 981 /* Nothing to do */
1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 982 if (!change)
1078 return 0; 983 return 0;
1079 984
1080 /* inform all players on the map */ 985 /* inform all players on the map */
1081 if (change > 0) 986 if (change > 0)
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 else 988 else
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085 990
1086 /* Do extra checking. since darkness is a unsigned value, 991 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1087 * we need to be extra careful about negative values.
1088 * In general, the checks below are only needed if change
1089 * is not +/-1
1090 */
1091 if (new_level < 0)
1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1096 darkness = new_level;
1097 992
1098 /* All clients need to get re-updated for the change */ 993 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 994 update_all_map_los (this);
995
1100 return 1; 996 return 1;
1101} 997}
1102 998
1103/* 999/*
1104 * This function updates various attributes about a specific space 1000 * This function updates various attributes about a specific space
1107 * through, etc) 1003 * through, etc)
1108 */ 1004 */
1109void 1005void
1110mapspace::update_ () 1006mapspace::update_ ()
1111{ 1007{
1112 object *tmp, *last = 0; 1008 object *last = 0;
1113 uint8 flags = 0, light = 0, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1114 New_Face *top, *floor, *middle; 1010 sint8 light = 0;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1117 1016
1118 middle = blank_face; 1017 //object *middle = 0;
1119 top = blank_face; 1018 //object *top = 0;
1120 floor = blank_face; 1019 //object *floor = 0;
1020 // this seems to generate better code than using locals, above
1021 object *&top = faces_obj[0] = 0;
1022 object *&middle = faces_obj[1] = 0;
1023 object *&floor = faces_obj[2] = 0;
1121 1024
1122 middle_obj = 0; 1025 object::flags_t allflags; // all flags of all objects or'ed together
1123 top_obj = 0;
1124 floor_obj = 0;
1125 1026
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1028 {
1128 /* This could be made additive I guess (two lights better than 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1129 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed.
1132 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius; 1030 light += tmp->glow_radius;
1135 1031
1136 /* This call is needed in order to update objects the player 1032 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1033 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1034 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1140 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1141 * 1037 *
1142 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1143 */ 1039 */
1144 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1145 { 1041 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1043 top = tmp;
1150 } 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1045 {
1153 /* If we got a floor, that means middle and top were below it, 1046 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1155 */ 1048 */
1156 middle = blank_face; 1049 middle = 0;
1157 top = blank_face; 1050 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1160 } 1054 }
1161 /* Flag anywhere have high priority */ 1055 else
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1056 {
1164 middle = tmp->face; 1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1165 1062
1166 middle_obj = tmp; 1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1167 anywhere = 1; 1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1074 middle = tmp;
1075 }
1168 } 1076 }
1169 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the
1171 * top
1172 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp;
1177 }
1178 }
1179
1180 if (tmp == tmp->above)
1181 {
1182 LOG (llevError, "Error in structure of map\n");
1183 exit (-1);
1184 } 1077 }
1185 1078
1186 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1187 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1188 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1189 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1190 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1191 1084
1192 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1193 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1194 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 } 1089 }
1199 1090
1200 this->light = light; 1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1100
1101 this->light = min (light, MAX_LIGHT_RADIUS);
1201 this->flags_ = flags; 1102 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on; 1104 this->move_on = move_on;
1204 this->move_off = move_off; 1105 this->move_off = move_off;
1205 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1206 1109
1207 /* At this point, we have a floor face (if there is a floor), 1110 /* At this point, we have a floor face (if there is a floor),
1208 * and the floor is set - we are not going to touch it at 1111 * and the floor is set - we are not going to touch it at
1209 * this point. 1112 * this point.
1210 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1217 * middle face. This should not happen, as we already have the 1120 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1121 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1122 * may be possible for the faces to match but be different objects.
1220 */ 1123 */
1221 if (top == middle) 1124 if (top == middle)
1222 middle = blank_face; 1125 middle = 0;
1223 1126
1224 /* There are three posibilities at this point: 1127 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1228 */ 1131 */
1229 1132
1230 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1134 {
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1234 break; 1137 break;
1235 1138
1236 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1140 if (top && middle)
1238 break; 1141 break;
1239 1142
1240 /* Only show visible faces */ 1143 /* Only show visible faces */
1241 if (!tmp->invisible) 1144 if (!tmp->invisible)
1242 { 1145 {
1243 /* Fill in top if needed */ 1146 /* Fill in top if needed */
1244 if (top == blank_face) 1147 if (!top)
1245 { 1148 {
1246 top = tmp->face;
1247 top_obj = tmp; 1149 top = tmp;
1248 if (top == middle) 1150 if (top == middle)
1249 middle = blank_face; 1151 middle = 0;
1250 } 1152 }
1251 else 1153 else
1252 { 1154 {
1253 /* top is already set - we should only get here if 1155 /* top is already set - we should only get here if
1254 * middle is not set 1156 * middle is not set
1255 * 1157 *
1256 * Set the middle face and break out, since there is nothing 1158 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1159 * more to fill in. We don't check visiblity here, since
1258 * 1160 *
1259 */ 1161 */
1260 if (tmp->face != top) 1162 if (tmp != top)
1261 { 1163 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1164 middle = tmp;
1264 break; 1165 break;
1265 } 1166 }
1266 } 1167 }
1267 } 1168 }
1268 } 1169 }
1269 1170
1270 if (middle == floor) 1171 if (middle == floor)
1271 middle = blank_face; 1172 middle = 0;
1272 1173
1273 if (top == middle) 1174 if (top == middle)
1274 middle = blank_face; 1175 middle = 0;
1275 1176
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1177#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1178 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1179 faces_obj [1] = middle;
1180 faces_obj [2] = floor;
1181#endif
1279} 1182}
1280 1183
1281/* this updates the orig_map->tile_map[tile_num] value after finding 1184maptile *
1282 * the map. It also takes care of linking back the freshly found 1185maptile::tile_available (int dir, bool load)
1283 * maps tile_map values if it tiles back to this one. It returns
1284 * the value of orig_map->tile_map[tile_num].
1285 */
1286static inline maptile *
1287find_and_link (maptile *orig_map, int tile_num)
1288{ 1186{
1289 maptile *mp = orig_map->tile_map [tile_num]; 1187 if (tile_path[dir])
1290
1291 if (!mp)
1292 {
1293 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1294
1295 if (!mp)
1296 {
1297 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1298 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1299 &orig_map->tile_path[tile_num], &orig_map->path);
1300 mp = new maptile (1, 1);
1301 mp->alloc ();
1302 mp->in_memory = MAP_IN_MEMORY;
1303 }
1304 } 1188 {
1189 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1190 return tile_map[dir];
1305 1191
1306 int dest_tile = (tile_num + 2) % 4; 1192 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1193 return tile_map[dir];
1194 }
1307 1195
1308 orig_map->tile_map [tile_num] = mp;
1309
1310 // optimisation: back-link map to origin map if euclidean
1311 //TODO: non-euclidean maps MUST GO
1312 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1313 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1314
1315 return mp; 1196 return 0;
1316}
1317
1318static inline void
1319load_and_link (maptile *orig_map, int tile_num)
1320{
1321 find_and_link (orig_map, tile_num)->load_sync ();
1322} 1197}
1323 1198
1324/* this returns TRUE if the coordinates (x,y) are out of 1199/* this returns TRUE if the coordinates (x,y) are out of
1325 * map m. This function also takes into account any 1200 * map m. This function also takes into account any
1326 * tiling considerations, loading adjacant maps as needed. 1201 * tiling considerations, loading adjacant maps as needed.
1339 if (!m) 1214 if (!m)
1340 return 0; 1215 return 0;
1341 1216
1342 if (x < 0) 1217 if (x < 0)
1343 { 1218 {
1344 if (!m->tile_path[3]) 1219 if (!m->tile_available (3))
1345 return 1; 1220 return 1;
1346 1221
1347 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1348 find_and_link (m, 3);
1349
1350 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1222 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1351 } 1223 }
1352 1224
1353 if (x >= m->width) 1225 if (x >= m->width)
1354 { 1226 {
1355 if (!m->tile_path[1]) 1227 if (!m->tile_available (1))
1356 return 1; 1228 return 1;
1357 1229
1358 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 1);
1360
1361 return out_of_map (m->tile_map[1], x - m->width, y); 1230 return out_of_map (m->tile_map[1], x - m->width, y);
1362 } 1231 }
1363 1232
1364 if (y < 0) 1233 if (y < 0)
1365 { 1234 {
1366 if (!m->tile_path[0]) 1235 if (!m->tile_available (0))
1367 return 1; 1236 return 1;
1368 1237
1369 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 0);
1371
1372 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1238 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1373 } 1239 }
1374 1240
1375 if (y >= m->height) 1241 if (y >= m->height)
1376 { 1242 {
1377 if (!m->tile_path[2]) 1243 if (!m->tile_available (2))
1378 return 1; 1244 return 1;
1379
1380 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 2);
1382 1245
1383 return out_of_map (m->tile_map[2], x, y - m->height); 1246 return out_of_map (m->tile_map[2], x, y - m->height);
1384 } 1247 }
1385 1248
1386 /* Simple case - coordinates are within this local 1249 /* Simple case - coordinates are within this local
1400maptile * 1263maptile *
1401maptile::xy_find (sint16 &x, sint16 &y) 1264maptile::xy_find (sint16 &x, sint16 &y)
1402{ 1265{
1403 if (x < 0) 1266 if (x < 0)
1404 { 1267 {
1405 if (!tile_path[3]) 1268 if (!tile_available (3))
1406 return 0; 1269 return 0;
1407 1270
1408 find_and_link (this, 3);
1409 x += tile_map[3]->width; 1271 x += tile_map[3]->width;
1410 return tile_map[3]->xy_find (x, y); 1272 return tile_map[3]->xy_find (x, y);
1411 } 1273 }
1412 1274
1413 if (x >= width) 1275 if (x >= width)
1414 { 1276 {
1415 if (!tile_path[1]) 1277 if (!tile_available (1))
1416 return 0; 1278 return 0;
1417 1279
1418 find_and_link (this, 1);
1419 x -= width; 1280 x -= width;
1420 return tile_map[1]->xy_find (x, y); 1281 return tile_map[1]->xy_find (x, y);
1421 } 1282 }
1422 1283
1423 if (y < 0) 1284 if (y < 0)
1424 { 1285 {
1425 if (!tile_path[0]) 1286 if (!tile_available (0))
1426 return 0; 1287 return 0;
1427 1288
1428 find_and_link (this, 0);
1429 y += tile_map[0]->height; 1289 y += tile_map[0]->height;
1430 return tile_map[0]->xy_find (x, y); 1290 return tile_map[0]->xy_find (x, y);
1431 } 1291 }
1432 1292
1433 if (y >= height) 1293 if (y >= height)
1434 { 1294 {
1435 if (!tile_path[2]) 1295 if (!tile_available (2))
1436 return 0; 1296 return 0;
1437 1297
1438 find_and_link (this, 2);
1439 y -= height; 1298 y -= height;
1440 return tile_map[2]->xy_find (x, y); 1299 return tile_map[2]->xy_find (x, y);
1441 } 1300 }
1442 1301
1443 /* Simple case - coordinates are within this local 1302 /* Simple case - coordinates are within this local
1448 1307
1449/** 1308/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1309 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1310 * map1 to map2 in dx/dy.
1452 */ 1311 */
1453static int 1312int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1313adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1314{
1456 if (!map1 || !map2) 1315 if (!map1 || !map2)
1457 return 0; 1316 return 0;
1458 1317
1459 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1318 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1460 //fix: compare paths instead (this is likely faster, too!) 1319 //fix: compare paths instead (this is likely faster, too!)
1461 if (map1 == map2) 1320 if (map1 == map2)
1462 { 1321 {
1463 *dx = 0; 1322 *dx = 0;
1464 *dy = 0; 1323 *dy = 0;
1549/* From map.c 1408/* From map.c
1550 * This is used by get_player to determine where the other 1409 * This is used by get_player to determine where the other
1551 * creature is. get_rangevector takes into account map tiling, 1410 * creature is. get_rangevector takes into account map tiling,
1552 * so you just can not look the the map coordinates and get the 1411 * so you just can not look the the map coordinates and get the
1553 * righte value. distance_x/y are distance away, which 1412 * righte value. distance_x/y are distance away, which
1554 * can be negativbe. direction is the crossfire direction scheme 1413 * can be negative. direction is the crossfire direction scheme
1555 * that the creature should head. part is the part of the 1414 * that the creature should head. part is the part of the
1556 * monster that is closest. 1415 * monster that is closest.
1557 * 1416 *
1558 * get_rangevector looks at op1 and op2, and fills in the 1417 * get_rangevector looks at op1 and op2, and fills in the
1559 * structure for op1 to get to op2. 1418 * structure for op1 to get to op2.
1565 * 1424 *
1566 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1567 * closest body part of 'op1' 1426 * closest body part of 'op1'
1568 */ 1427 */
1569void 1428void
1570get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1571{ 1430{
1572 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1573 { 1432 {
1574 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1575 retval->distance = 100000; 1434 retval->distance = 10000;
1576 retval->distance_x = 32767; 1435 retval->distance_x = 10000;
1577 retval->distance_y = 32767; 1436 retval->distance_y = 10000;
1578 retval->direction = 0; 1437 retval->direction = 0;
1579 retval->part = 0; 1438 retval->part = 0;
1580 } 1439 }
1581 else 1440 else
1582 { 1441 {
1583 object *best;
1584
1585 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1586 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1587 1444
1588 best = op1; 1445 object *best = op1;
1446
1589 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1590 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1591 { 1449 {
1592 object *tmp; 1450 int best_distance = idistance (retval->distance_x, retval->distance_y);
1593 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1594 1451
1595 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1596 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1597 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1598 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1599 * below works. 1456 * below works.
1600 */ 1457 */
1601 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1602 { 1459 {
1603 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1604 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1605 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1606 { 1463 {
1607 best_distance = tmpi; 1464 best_distance = tmpi;
1608 best = tmp; 1465 best = tmp;
1609 } 1466 }
1610 } 1467 }
1468
1611 if (best != op1) 1469 if (best != op1)
1612 { 1470 {
1613 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
1614 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
1615 } 1473 }
1616 } 1474 }
1475
1617 retval->part = best; 1476 retval->part = best;
1618 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1619 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1620 } 1479 }
1621} 1480}
1622 1481
1623/* this is basically the same as get_rangevector above, but instead of 1482/* this is basically the same as get_rangevector above, but instead of
1624 * the first parameter being an object, it instead is the map 1483 * the first parameter being an object, it instead is the map
1628 * flags has no meaning for this function at this time - I kept it in to 1487 * flags has no meaning for this function at this time - I kept it in to
1629 * be more consistant with the above function and also in case they are needed 1488 * be more consistant with the above function and also in case they are needed
1630 * for something in the future. Also, since no object is pasted, the best 1489 * for something in the future. Also, since no object is pasted, the best
1631 * field of the rv_vector is set to NULL. 1490 * field of the rv_vector is set to NULL.
1632 */ 1491 */
1633
1634void 1492void
1635get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1493get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1636{ 1494{
1637 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1495 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1638 { 1496 {
1639 /* be conservative and fill in _some_ data */ 1497 /* be conservative and fill in _some_ data */
1640 retval->distance = 100000; 1498 retval->distance = 100000;
1641 retval->distance_x = 32767; 1499 retval->distance_x = 32767;
1642 retval->distance_y = 32767; 1500 retval->distance_y = 32767;
1643 retval->direction = 0; 1501 retval->direction = 0;
1644 retval->part = 0; 1502 retval->part = 0;
1645 } 1503 }
1646 else 1504 else
1647 { 1505 {
1648 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
1649 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
1650 1508
1651 retval->part = NULL; 1509 retval->part = 0;
1652 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1510 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1653 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1654 } 1512 }
1655} 1513}
1656 1514
1657/* Returns true of op1 and op2 are effectively on the same map 1515/* Returns true of op1 and op2 are effectively on the same map
1658 * (as related to map tiling). Note that this looks for a path from 1516 * (as related to map tiling). Note that this looks for a path from
1668 int dx, dy; 1526 int dx, dy;
1669 1527
1670 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1671} 1529}
1672 1530
1531//-GPL
1532
1673object * 1533object *
1674maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1675{ 1535{
1676 if (!op->flag [FLAG_REMOVED])
1677 op->remove ();
1678
1679 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1680} 1537}
1681 1538
1539region *
1540maptile::region (int x, int y) const
1541{
1542 if (regions
1543 && regionmap
1544 && !OUT_OF_REAL_MAP (this, x, y))
1545 if (struct region *reg = regionmap [regions [y * width + x]])
1546 return reg;
1547
1548 if (default_region)
1549 return default_region;
1550
1551 return ::region::default_region ();
1552}
1553
1554//+GPL
1555
1556/* picks a random object from a style map.
1557 */
1558object *
1559maptile::pick_random_object (rand_gen &gen) const
1560{
1561 /* while returning a null object will result in a crash, that
1562 * is actually preferable to an infinite loop. That is because
1563 * most servers will automatically restart in case of crash.
1564 * Change the logic on getting the random space - shouldn't make
1565 * any difference, but this seems clearer to me.
1566 */
1567 for (int i = 1000; --i;)
1568 {
1569 object *pick = at (gen (width), gen (height)).bot;
1570
1571 // must be head: do not prefer big monsters just because they are big.
1572 if (pick && pick->is_head ())
1573 return pick;
1574 }
1575
1576 // instead of crashing in the unlikely(?) case, try to return *something*
1577 return archetype::find (shstr_bug);
1578}
1579
1580//-GPL
1581
1582void
1583maptile::play_sound (faceidx sound, int x, int y) const
1584{
1585 if (!sound)
1586 return;
1587
1588 for_all_players_on_map (pl, this)
1589 if (client *ns = pl->ns)
1590 {
1591 int dx = x - pl->ob->x;
1592 int dy = y - pl->ob->y;
1593
1594 int distance = idistance (dx, dy);
1595
1596 if (distance <= MAX_SOUND_DISTANCE)
1597 ns->play_sound (sound, dx, dy);
1598 }
1599}
1600
1601void
1602maptile::say_msg (const char *msg, int x, int y) const
1603{
1604 for_all_players (pl)
1605 if (client *ns = pl->ns)
1606 {
1607 int dx = x - pl->ob->x;
1608 int dy = y - pl->ob->y;
1609
1610 int distance = idistance (dx, dy);
1611
1612 if (distance <= MAX_SOUND_DISTANCE)
1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1614 }
1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1618
1619static void
1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1621{
1622 // clip to map to the left
1623 if (x0 < 0)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1626 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1627
1628 if (x1 < 0) // entirely to the left
1629 return;
1630
1631 x0 = 0;
1632 }
1633
1634 // clip to map to the right
1635 if (x1 > m->width)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1638 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1639
1640 if (x0 > m->width) // entirely to the right
1641 return;
1642
1643 x1 = m->width;
1644 }
1645
1646 // clip to map above
1647 if (y0 < 0)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_UP, 1))
1650 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1651
1652 if (y1 < 0) // entirely above
1653 return;
1654
1655 y0 = 0;
1656 }
1657
1658 // clip to map below
1659 if (y1 > m->height)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1662 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1663
1664 if (y0 > m->height) // entirely below
1665 return;
1666
1667 y1 = m->height;
1668 }
1669
1670 // if we get here, the rect is within the current map
1671 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1672
1673 r->m = m;
1674 r->x0 = x0;
1675 r->y0 = y0;
1676 r->x1 = x1;
1677 r->y1 = y1;
1678 r->dx = dx;
1679 r->dy = dy;
1680}
1681
1682maprect *
1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1684{
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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