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Comparing deliantra/server/common/map.C (file contents):
Revision 1.74 by root, Sun Jan 14 23:35:03 2007 UTC vs.
Revision 1.214 by root, Sun May 8 11:32:12 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 {
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
422 continue; 346 continue;
423 }
424 347
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: 348 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
438 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
439 break; 354 break;
440 } 355 }
441 356
442 op = object::create (); 357 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 } 358 }
463#endif
464 359
465 return true; 360 return true;
466} 361}
467 362
468void 363void
469maptile::activate () 364maptile::activate ()
470{ 365{
471 if (!spaces) 366 if (state != MAP_INACTIVE)
472 return; 367 return;
473 368
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
477} 376}
478 377
479void 378void
480maptile::deactivate () 379maptile::deactivate ()
481{ 380{
482 if (!spaces) 381 if (state != MAP_ACTIVE)
483 return; 382 return;
484 383
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
488} 389}
489 390
490bool 391bool
491maptile::_save_objects (object_freezer &freezer, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
492{ 393{
493 static int cede_count = 0; 394 coroapi::cede_to_tick ();
494 395
495 if (flags & IO_HEADER) 396 if (flags & IO_HEADER)
496 _save_header (freezer); 397 _save_header (f);
497 398
498 if (!spaces) 399 if (!spaces)
499 return false; 400 return false;
500 401
501 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
502 { 403 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 404 bool unique = 0;
405
512 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
513 { 407 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 409
520 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
521 continue; 411 continue;
522 412
523 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 414 {
525 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 416 op->write (f);
527 } 417 }
528 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 419 op->write (f);
530 } 420 }
531 } 421 }
532 422
423 coroapi::cede_to_tick ();
424
533 return true; 425 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556} 426}
557 427
558bool 428bool
559maptile::_save_objects (const char *path, int flags) 429maptile::_save_objects (const char *path, int flags)
560{ 430{
564 return false; 434 return false;
565 435
566 return freezer.save (path); 436 return freezer.save (path);
567} 437}
568 438
569maptile::maptile () 439void
440maptile::init ()
570{ 441{
571 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
572 443
573 /* 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
574 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
575 */ 446 */
576 width = 16; 447 width = 16;
577 height = 16; 448 height = 16;
449 timeout = 300;
450 max_items = MAX_ITEM_PER_ACTION;
451 max_volume = 2000000; // 2m³
578 reset_timeout = 0; 452 reset_timeout = 0;
579 timeout = 300;
580 enter_x = 0; 453 enter_x = 0;
581 enter_y = 0; 454 enter_y = 0;
582} 455}
583 456
457maptile::maptile ()
458{
459 init ();
460}
461
584maptile::maptile (int w, int h) 462maptile::maptile (int w, int h)
585{ 463{
586 in_memory = MAP_SWAPPED; 464 init ();
587 465
588 width = w; 466 width = w;
589 height = h; 467 height = h;
590 reset_timeout = 0;
591 timeout = 300;
592 enter_x = 0;
593 enter_y = 0;
594 468
595 alloc (); 469 alloc ();
596} 470}
597 471
598/* 472/*
606 if (spaces) 480 if (spaces)
607 return; 481 return;
608 482
609 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
610} 484}
485
486//+GPL
611 487
612/* 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
613 * 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
614 * at a later date. 490 * at a later date.
615 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
692 return items; 568 return items;
693} 569}
694 570
695/* 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
696 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
697static void 573static const char *
698print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
699{ 575{
700 int i; 576 static dynbuf_text buf; buf.clear ();
701 char tmp[MAX_BUF]; 577 bool first = true;
702 578
703 strcpy (output_string, "");
704 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
705 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
706 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
707 { 587 {
708 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
709 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);
710 else 590 else
711 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
712 } 592 }
713 else 593 else
714 { 594 {
715 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
716 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
717 else 597 else
718 sprintf (tmp, "*"); 598 buf.printf ("*");
719 } 599 }
720
721 strcat (output_string, tmp);
722 } 600 }
601
602 return buf;
723} 603}
604
605//-GPL
724 606
725/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
726 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
727 * 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
728 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
736bool 618bool
737maptile::_load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
738{ 620{
739 for (;;) 621 for (;;)
740 { 622 {
741 keyword kw = thawer.get_kv ();
742
743 switch (kw) 623 switch (thawer.kw)
744 { 624 {
745 case KW_EOF:
746 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
747 return false;
748
749 case KW_end:
750 return true;
751
752 default:
753 case KW_ERROR:
754 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
755 break;
756
757 case KW_msg: 625 case KW_msg:
758 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
759 break; 627 break;
760 628
761 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
762 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
763 break; 631 break;
764 632
765 case KW_maplore: 633 case KW_maplore:
766 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
783 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
784 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
785 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
786 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
787 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
788 case KW_temp: thawer.get (temp); break;
789 case KW_pressure: thawer.get (pressure); break;
790 case KW_humid: thawer.get (humid); break;
791 case KW_windspeed: thawer.get (windspeed); break;
792 case KW_winddir: thawer.get (winddir); break;
793 case KW_sky: thawer.get (sky); break;
794 656
795 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
796 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;
797 661
798 case KW_region: get_region_by_name (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
799 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
800 664
801 // old names new names 665 // old names new names
802 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;
803 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;
807 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
808 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;
809 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
810 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;
811 675
812 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
813 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
814 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
815 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;
690
691 default:
692 if (!thawer.parse_error ("map"))
693 return false;
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
927 return false; 789 return false;
928 790
929 return freezer.save (path); 791 return freezer.save (path);
930} 792}
931 793
794//+GPL
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 = P_UPTODATE, 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 if (maptile *m = find_async (tile_path [dir], this, load))
1255 {
1256 bool mismatch = false;
1257
1258 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1259 if (width != m->width)
1260 mismatch = true;
1261
1262 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1263 if (height != m->height)
1264 mismatch = true;
1265
1266 if (mismatch)
1267 {
1268 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1269 dir, &path, &m->path);
1270 m = 0;
1271 }
1272
1273 // as an optimisation, link us against the other map if the other map
1274 // has us as neighbour, which is very common, but not guaranteed.
1275 int dir2 = REVERSE_TILE_DIR (dir);
1276
1277 if (m->tile_path [dir2] == path)
1278 m->tile_map [dir2] = this;
1279
1280 // this could be optimised endlessly
1281 //m->activate_physics ();
1282
1283 return tile_map [dir] = m;
1284 }
1285 }
1286
1317 return mp; 1287 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} 1288}
1325 1289
1326/* this returns TRUE if the coordinates (x,y) are out of 1290/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1291 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1292 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1305 if (!m)
1342 return 0; 1306 return 0;
1343 1307
1344 if (x < 0) 1308 if (x < 0)
1345 { 1309 {
1346 if (!m->tile_path[3]) 1310 if (!m->tile_available (TILE_WEST))
1347 return 1; 1311 return 1;
1348 1312
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); 1313 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1353 } 1314 }
1354 1315
1355 if (x >= m->width) 1316 if (x >= m->width)
1356 { 1317 {
1357 if (!m->tile_path[1]) 1318 if (!m->tile_available (TILE_EAST))
1358 return 1; 1319 return 1;
1359 1320
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); 1321 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1364 } 1322 }
1365 1323
1366 if (y < 0) 1324 if (y < 0)
1367 { 1325 {
1368 if (!m->tile_path[0]) 1326 if (!m->tile_available (TILE_NORTH))
1369 return 1; 1327 return 1;
1370 1328
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); 1329 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1375 } 1330 }
1376 1331
1377 if (y >= m->height) 1332 if (y >= m->height)
1378 { 1333 {
1379 if (!m->tile_path[2]) 1334 if (!m->tile_available (TILE_SOUTH))
1380 return 1; 1335 return 1;
1381 1336
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); 1337 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1386 } 1338 }
1387 1339
1388 /* Simple case - coordinates are within this local 1340 /* Simple case - coordinates are within this local
1389 * map. 1341 * map.
1390 */ 1342 */
1402maptile * 1354maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1355maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1356{
1405 if (x < 0) 1357 if (x < 0)
1406 { 1358 {
1407 if (!tile_path[3]) 1359 if (!tile_available (TILE_WEST))
1408 return 0; 1360 return 0;
1409 1361
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1362 x += tile_map [TILE_WEST]->width;
1412 return tile_map[3]->xy_find (x, y); 1363 return tile_map [TILE_WEST]->xy_find (x, y);
1413 } 1364 }
1414 1365
1415 if (x >= width) 1366 if (x >= width)
1416 { 1367 {
1417 if (!tile_path[1]) 1368 if (!tile_available (TILE_EAST))
1418 return 0; 1369 return 0;
1419 1370
1420 find_and_link (this, 1);
1421 x -= width; 1371 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1372 return tile_map [TILE_EAST]->xy_find (x, y);
1423 } 1373 }
1424 1374
1425 if (y < 0) 1375 if (y < 0)
1426 { 1376 {
1427 if (!tile_path[0]) 1377 if (!tile_available (TILE_NORTH))
1428 return 0; 1378 return 0;
1429 1379
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1380 y += tile_map [TILE_NORTH]->height;
1432 return tile_map[0]->xy_find (x, y); 1381 return tile_map [TILE_NORTH]->xy_find (x, y);
1433 } 1382 }
1434 1383
1435 if (y >= height) 1384 if (y >= height)
1436 { 1385 {
1437 if (!tile_path[2]) 1386 if (!tile_available (TILE_SOUTH))
1438 return 0; 1387 return 0;
1439 1388
1440 find_and_link (this, 2);
1441 y -= height; 1389 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1390 return tile_map [TILE_SOUTH]->xy_find (x, y);
1443 } 1391 }
1444 1392
1445 /* Simple case - coordinates are within this local 1393 /* Simple case - coordinates are within this local
1446 * map. 1394 * map.
1447 */ 1395 */
1450 1398
1451/** 1399/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1400 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1401 * map1 to map2 in dx/dy.
1454 */ 1402 */
1455static int 1403int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1404adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1457{ 1405{
1458 if (!map1 || !map2) 1406 if (!map1 || !map2)
1459 return 0; 1407 return 0;
1460 1408
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1409 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1410 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1411 if (map1 == map2)
1464 { 1412 {
1465 *dx = 0; 1413 *dx = 0;
1466 *dy = 0; 1414 *dy = 0;
1467 } 1415 }
1468 else if (map1->tile_map[0] == map2) 1416 else if (map1->tile_available (TILE_NORTH, false) == map2)
1469 { /* up */ 1417 {
1470 *dx = 0; 1418 *dx = 0;
1471 *dy = -map2->height; 1419 *dy = -map2->height;
1472 } 1420 }
1473 else if (map1->tile_map[1] == map2) 1421 else if (map1->tile_available (TILE_EAST , false) == map2)
1474 { /* right */ 1422 {
1475 *dx = map1->width; 1423 *dx = map1->width;
1476 *dy = 0; 1424 *dy = 0;
1477 } 1425 }
1478 else if (map1->tile_map[2] == map2) 1426 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1479 { /* down */ 1427 {
1480 *dx = 0; 1428 *dx = 0;
1481 *dy = map1->height; 1429 *dy = map1->height;
1482 } 1430 }
1483 else if (map1->tile_map[3] == map2) 1431 else if (map1->tile_available (TILE_WEST , false) == map2)
1484 { /* left */ 1432 {
1485 *dx = -map2->width; 1433 *dx = -map2->width;
1486 *dy = 0; 1434 *dy = 0;
1487 } 1435 }
1488 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1436 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1489 { /* up right */ 1437 { /* up right */
1490 *dx = map1->tile_map[0]->width; 1438 *dx = +map1->tile_map[TILE_NORTH]->width;
1491 *dy = -map1->tile_map[0]->height; 1439 *dy = -map1->tile_map[TILE_NORTH]->height;
1492 } 1440 }
1493 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1441 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1494 { /* up left */ 1442 { /* up left */
1495 *dx = -map2->width; 1443 *dx = -map2->width;
1496 *dy = -map1->tile_map[0]->height; 1444 *dy = -map1->tile_map[TILE_NORTH]->height;
1497 } 1445 }
1498 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1446 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1499 { /* right up */ 1447 { /* right up */
1500 *dx = map1->width; 1448 *dx = +map1->width;
1501 *dy = -map2->height; 1449 *dy = -map2->height;
1502 } 1450 }
1503 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1451 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1504 { /* right down */ 1452 { /* right down */
1505 *dx = map1->width; 1453 *dx = +map1->width;
1506 *dy = map1->tile_map[1]->height; 1454 *dy = +map1->tile_map[TILE_EAST]->height;
1507 } 1455 }
1508 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1456 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1509 { /* down right */ 1457 { /* down right */
1510 *dx = map1->tile_map[2]->width; 1458 *dx = +map1->tile_map[TILE_SOUTH]->width;
1511 *dy = map1->height; 1459 *dy = +map1->height;
1512 } 1460 }
1513 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1461 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1514 { /* down left */ 1462 { /* down left */
1515 *dx = -map2->width; 1463 *dx = -map2->width;
1516 *dy = map1->height; 1464 *dy = +map1->height;
1517 } 1465 }
1518 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1466 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1519 { /* left up */ 1467 { /* left up */
1520 *dx = -map1->tile_map[3]->width; 1468 *dx = -map1->tile_map[TILE_WEST]->width;
1521 *dy = -map2->height; 1469 *dy = -map2->height;
1522 } 1470 }
1523 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1471 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1524 { /* left down */ 1472 { /* left down */
1525 *dx = -map1->tile_map[3]->width; 1473 *dx = -map1->tile_map[TILE_WEST]->width;
1526 *dy = map1->tile_map[3]->height; 1474 *dy = +map1->tile_map[TILE_WEST]->height;
1527 } 1475 }
1528 else 1476 else
1529 return 0; 1477 return 0;
1530 1478
1531 return 1; 1479 return 1;
1551/* From map.c 1499/* From map.c
1552 * This is used by get_player to determine where the other 1500 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1501 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1502 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1503 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1504 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1505 * that the creature should head. part is the part of the
1558 * monster that is closest. 1506 * monster that is closest.
1559 * 1507 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1508 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1509 * structure for op1 to get to op2.
1567 * 1515 *
1568 * currently, the only flag supported (0x1) is don't translate for 1516 * currently, the only flag supported (0x1) is don't translate for
1569 * closest body part of 'op1' 1517 * closest body part of 'op1'
1570 */ 1518 */
1571void 1519void
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1520get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1573{ 1521{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1522 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1523 {
1576 /* be conservative and fill in _some_ data */ 1524 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1525 retval->distance = 10000;
1578 retval->distance_x = 32767; 1526 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1527 retval->distance_y = 10000;
1580 retval->direction = 0; 1528 retval->direction = 0;
1581 retval->part = 0; 1529 retval->part = 0;
1582 } 1530 }
1583 else 1531 else
1584 { 1532 {
1585 object *best;
1586
1587 retval->distance_x += op2->x - op1->x; 1533 retval->distance_x += op2->x - op1->x;
1588 retval->distance_y += op2->y - op1->y; 1534 retval->distance_y += op2->y - op1->y;
1589 1535
1590 best = op1; 1536 object *best = op1;
1537
1591 /* If this is multipart, find the closest part now */ 1538 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1539 if (!(flags & 1) && op1->more)
1593 { 1540 {
1594 object *tmp; 1541 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 1542
1597 /* we just take the offset of the piece to head to figure 1543 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1544 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1545 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1546 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1547 * below works.
1602 */ 1548 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1549 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1550 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1551 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); 1552
1607 if (tmpi < best_distance) 1553 if (tmpi < best_distance)
1608 { 1554 {
1609 best_distance = tmpi; 1555 best_distance = tmpi;
1610 best = tmp; 1556 best = tmp;
1611 } 1557 }
1612 } 1558 }
1559
1613 if (best != op1) 1560 if (best != op1)
1614 { 1561 {
1615 retval->distance_x += op1->x - best->x; 1562 retval->distance_x += op1->x - best->x;
1616 retval->distance_y += op1->y - best->y; 1563 retval->distance_y += op1->y - best->y;
1617 } 1564 }
1618 } 1565 }
1566
1619 retval->part = best; 1567 retval->part = best;
1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1568 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1569 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1622 } 1570 }
1623} 1571}
1624 1572
1625/* this is basically the same as get_rangevector above, but instead of 1573/* this is basically the same as get_rangevector above, but instead of
1626 * the first parameter being an object, it instead is the map 1574 * 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 1578 * 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 1579 * 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 1580 * for something in the future. Also, since no object is pasted, the best
1633 * field of the rv_vector is set to NULL. 1581 * field of the rv_vector is set to NULL.
1634 */ 1582 */
1635
1636void 1583void
1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1584get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1638{ 1585{
1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1586 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 { 1587 {
1641 /* be conservative and fill in _some_ data */ 1588 /* be conservative and fill in _some_ data */
1642 retval->distance = 100000; 1589 retval->distance = 100000;
1643 retval->distance_x = 32767; 1590 retval->distance_x = 32767;
1644 retval->distance_y = 32767; 1591 retval->distance_y = 32767;
1645 retval->direction = 0; 1592 retval->direction = 0;
1646 retval->part = 0; 1593 retval->part = 0;
1647 } 1594 }
1648 else 1595 else
1649 { 1596 {
1650 retval->distance_x += op2->x - x; 1597 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y; 1598 retval->distance_y += op2->y - y;
1652 1599
1653 retval->part = NULL; 1600 retval->part = 0;
1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1601 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1602 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1656 } 1603 }
1657} 1604}
1658 1605
1659/* Returns true of op1 and op2 are effectively on the same map 1606/* 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 1607 * (as related to map tiling). Note that this looks for a path from
1670 int dx, dy; 1617 int dx, dy;
1671 1618
1672 return adjacent_map (op1->map, op2->map, &dx, &dy); 1619 return adjacent_map (op1->map, op2->map, &dx, &dy);
1673} 1620}
1674 1621
1622//-GPL
1623
1675object * 1624object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags) 1625maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{ 1626{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1627 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682} 1628}
1683 1629
1630region *
1631maptile::region (int x, int y) const
1632{
1633 if (regions
1634 && regionmap
1635 && !OUT_OF_REAL_MAP (this, x, y))
1636 if (struct region *reg = regionmap [regions [y * width + x]])
1637 return reg;
1638
1639 if (default_region)
1640 return default_region;
1641
1642 return ::region::default_region ();
1643}
1644
1645//+GPL
1646
1647/* picks a random object from a style map.
1648 */
1649object *
1650maptile::pick_random_object (rand_gen &gen) const
1651{
1652 /* while returning a null object will result in a crash, that
1653 * is actually preferable to an infinite loop. That is because
1654 * most servers will automatically restart in case of crash.
1655 * Change the logic on getting the random space - shouldn't make
1656 * any difference, but this seems clearer to me.
1657 */
1658 for (int i = 1000; --i;)
1659 {
1660 object *pick = at (gen (width), gen (height)).bot;
1661
1662 // must be head: do not prefer big monsters just because they are big.
1663 if (pick && pick->is_head ())
1664 return pick;
1665 }
1666
1667 // instead of crashing in the unlikely(?) case, try to return *something*
1668 return archetype::find (shstr_bug);
1669}
1670
1671//-GPL
1672
1673void
1674maptile::play_sound (faceidx sound, int x, int y) const
1675{
1676 if (!sound)
1677 return;
1678
1679 for_all_players_on_map (pl, this)
1680 if (client *ns = pl->ns)
1681 {
1682 int dx = x - pl->ob->x;
1683 int dy = y - pl->ob->y;
1684
1685 int distance = idistance (dx, dy);
1686
1687 if (distance <= MAX_SOUND_DISTANCE)
1688 ns->play_sound (sound, dx, dy);
1689 }
1690}
1691
1692void
1693maptile::say_msg (const char *msg, int x, int y) const
1694{
1695 for_all_players (pl)
1696 if (client *ns = pl->ns)
1697 {
1698 int dx = x - pl->ob->x;
1699 int dy = y - pl->ob->y;
1700
1701 int distance = idistance (dx, dy);
1702
1703 if (distance <= MAX_SOUND_DISTANCE)
1704 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1705 }
1706}
1707
1708dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1709
1710static void
1711split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1712{
1713 // clip to map to the left
1714 if (x0 < 0)
1715 {
1716 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1717 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1718
1719 if (x1 < 0) // entirely to the left
1720 return;
1721
1722 x0 = 0;
1723 }
1724
1725 // clip to map to the right
1726 if (x1 > m->width)
1727 {
1728 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1729 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1730
1731 if (x0 > m->width) // entirely to the right
1732 return;
1733
1734 x1 = m->width;
1735 }
1736
1737 // clip to map above
1738 if (y0 < 0)
1739 {
1740 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1741 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1742
1743 if (y1 < 0) // entirely above
1744 return;
1745
1746 y0 = 0;
1747 }
1748
1749 // clip to map below
1750 if (y1 > m->height)
1751 {
1752 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1753 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1754
1755 if (y0 > m->height) // entirely below
1756 return;
1757
1758 y1 = m->height;
1759 }
1760
1761 // if we get here, the rect is within the current map
1762 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1763
1764 r->m = m;
1765 r->x0 = x0;
1766 r->y0 = y0;
1767 r->x1 = x1;
1768 r->y1 = y1;
1769 r->dx = dx;
1770 r->dy = dy;
1771}
1772
1773maprect *
1774maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1775{
1776 buf.clear ();
1777
1778 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1779
1780 // add end marker
1781 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1782 r->m = 0;
1783
1784 return (maprect *)buf.linearise ();
1785}
1786

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