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Comparing deliantra/server/common/map.C (file contents):
Revision 1.81 by root, Sat Jan 27 23:59:29 2007 UTC vs.
Revision 1.178 by root, Sun Nov 29 09:41:27 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33/* 31//+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 32
47/* 33sint8 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 34
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
137 * by the caller. 73 * by the caller.
138 */ 74 */
139int 75int
140blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 77{
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this. 79 * have already checked this.
147 */ 80 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 82 {
150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
151 return 1; 84 return 1;
152 } 85 }
153 86
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 88
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
160 91
161 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 94 * things we need to do for players.
164 */ 95 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0; 97 return 0;
167 98
168 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
174 */ 105 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 107 return 0;
177 108
178 if (ob->head != NULL)
179 ob = ob->head; 109 ob = ob->head_ ();
180 110
181 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
185 */ 115 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 117 {
188 118 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 { 119 {
192 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
194 * pass through this space. 122 return 1;
195 */ 123 else
196 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
197 { 127 {
198 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
199 return 1; 132 return 1;
200 else 133 }
201 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
202 } 143 }
203 else 144 else
204 { 145 return 1; // unconditional block
205 /* In this case, the player must not have the object - 146
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 147 } else {
215 { 148 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
218 * movement, can't move here. 151
219 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
220 * hidden dm 153 && tmp->head_ () != ob
221 */ 154 && tmp != ob
222 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
223 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
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; 157 return 1;
227 } 158 }
228
229 } 159 }
160
230 return 0; 161 return 0;
231} 162}
232 163
233/* 164/*
234 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
239 * 170 *
240 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
241 * 172 *
242 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
254 * 185 *
255 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
257 * against the move_block values. 188 * against the move_block values.
258 */ 189 */
259int 190bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
261{ 192{
262 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
276 196
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
278 { 198 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 199
281 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 201
283 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 203 return 1;
285 204
286 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
287 206 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 208 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 210 continue;
295 211
296 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
298 */ 214 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
300 return P_NO_PASS; 216 return 1;
301 } 217 }
302 218
303 return 0; 219 return 0;
304} 220}
305 221
306/* When the map is loaded, load_object does not actually insert objects 222//-GPL
307 * into inventory, but just links them. What this does is go through
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312void
313fix_container (object *container)
314{
315 object *tmp = container->inv, *next;
316
317 container->inv = 0;
318 while (tmp)
319 {
320 next = tmp->below;
321 if (tmp->inv)
322 fix_container (tmp);
323
324 insert_ob_in_ob (tmp, container);
325 tmp = next;
326 }
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332}
333 223
334void 224void
335maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
336{ 226{
337 if (!spaces) 227 if (!spaces)
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
343} 233}
344 234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
262
345/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 266 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 267 */
351void 268void
352maptile::link_multipart_objects () 269maptile::link_multipart_objects ()
353{ 270{
354 if (!spaces) 271 if (!spaces)
355 return; 272 return;
356 273
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 275 {
276 object *op = ms->bot;
277 while (op)
359 { 278 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 280 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 281 {
374 op = arch_to_object (at); 282 op->remove ();
283 op->expand_tail ();
375 284
376 /* update x,y coordinates */ 285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
289
290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
291 // so we have to reset the iteration through the mapspace
391 } 292 }
293 else
294 op = op->above;
392 } 295 }
393
394 tmp = above;
395 } 296 }
396} 297}
298
299//-GPL
397 300
398/* 301/*
399 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 303 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 304 */
403bool 305bool
404maptile::_load_objects (object_thawer &thawer) 306maptile::_load_objects (object_thawer &f)
405{ 307{
406 int unique; 308 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 309 {
414 /* if the archetype for the object is null, means that we 310 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 311
416 * or editor will not be able to do anything with it either. 312 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 313 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 314 case KW_arch:
315 if (object *op = object::read (f, this))
316 {
317 // TODO: why?
318 if (op->inv)
319 op->update_weight ();
320
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
344 }
345
421 continue; 346 continue;
422 }
423 347
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 348 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 349 return true;
437 op->head = prev, last_more->more = op, last_more = op; 350
351 default:
352 if (!f.parse_error ("map file"))
353 return false;
438 break; 354 break;
439 } 355 }
440 356
441 op = object::create (); 357 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 358 }
462#endif
463 359
464 return true; 360 return true;
465} 361}
466 362
467void 363void
468maptile::activate () 364maptile::activate ()
469{ 365{
470 if (!spaces) 366 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 368 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 369 op->activate_recursive ();
476} 370}
477 371
478void 372void
479maptile::deactivate () 373maptile::deactivate ()
480{ 374{
481 if (!spaces) 375 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 378 op->deactivate_recursive ();
487} 379}
488 380
489bool 381bool
490maptile::_save_objects (object_freezer &freezer, int flags) 382maptile::_save_objects (object_freezer &f, int flags)
491{ 383{
492 static int cede_count = 0; 384 coroapi::cede_to_tick ();
493 385
494 if (flags & IO_HEADER) 386 if (flags & IO_HEADER)
495 _save_header (freezer); 387 _save_header (f);
496 388
497 if (!spaces) 389 if (!spaces)
498 return false; 390 return false;
499 391
500 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
501 { 393 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0; 394 bool unique = 0;
395
511 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
512 { 397 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
517 unique = 1;
518 399
519 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
520 continue; 401 continue;
521 402
522 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
523 { 404 {
524 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 406 op->write (f);
526 } 407 }
527 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
528 save_object (freezer, op, 1); 409 op->write (f);
529 } 410 }
530 } 411 }
531 412
413 coroapi::cede_to_tick ();
414
532 return true; 415 return true;
533}
534
535bool
536maptile::_load_objects (const char *path, bool skip_header)
537{
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
552 }
553
554 return _load_objects (thawer);
555} 416}
556 417
557bool 418bool
558maptile::_save_objects (const char *path, int flags) 419maptile::_save_objects (const char *path, int flags)
559{ 420{
568maptile::maptile () 429maptile::maptile ()
569{ 430{
570 in_memory = MAP_SWAPPED; 431 in_memory = MAP_SWAPPED;
571 432
572 /* The maps used to pick up default x and y values from the 433 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
574 */ 435 */
575 width = 16; 436 width = 16;
576 height = 16; 437 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 438 timeout = 300;
579 enter_x = 0; 439 max_items = MAX_ITEM_PER_ACTION;
580 enter_y = 0; 440 max_volume = 2000000; // 2m³
581} 441}
582 442
583maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
584{ 444{
585 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
605 if (spaces) 465 if (spaces)
606 return; 466 return;
607 467
608 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
609} 469}
470
471//+GPL
610 472
611/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
612 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
613 * at a later date. 475 * at a later date.
614 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
691 return items; 553 return items;
692} 554}
693 555
694/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
695 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
696static void 558static const char *
697print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
698{ 560{
699 int i; 561 static dynbuf_text buf; buf.clear ();
700 char tmp[MAX_BUF];
701 562
702 strcpy (output_string, "");
703 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
704 { 564 {
705 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
706 { 566 {
707 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
708 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
709 else 569 else
710 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
711 } 571 }
712 else 572 else
713 { 573 {
714 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
715 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
716 else 576 else
717 sprintf (tmp, "*"); 577 buf.printf ("*");
718 } 578 }
719
720 strcat (output_string, tmp);
721 } 579 }
580
581 return buf;
722} 582}
583
584//-GPL
723 585
724/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
725 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
726 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
727 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
735bool 597bool
736maptile::_load_header (object_thawer &thawer) 598maptile::_load_header (object_thawer &thawer)
737{ 599{
738 for (;;) 600 for (;;)
739 { 601 {
740 keyword kw = thawer.get_kv ();
741
742 switch (kw) 602 switch (thawer.kw)
743 { 603 {
744 case KW_EOF:
745 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
746 return false;
747
748 case KW_end:
749 return true;
750
751 default:
752 case KW_ERROR:
753 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
754 break;
755
756 case KW_msg: 604 case KW_msg:
757 thawer.get_ml (KW_endmsg, msg); 605 thawer.get_ml (KW_endmsg, msg);
758 break; 606 break;
759 607
760 case KW_lore: // CF+ extension 608 case KW_lore: // CF+ extension
782 case KW_shopgreed: thawer.get (shopgreed); break; 630 case KW_shopgreed: thawer.get (shopgreed); break;
783 case KW_shopmin: thawer.get (shopmin); break; 631 case KW_shopmin: thawer.get (shopmin); break;
784 case KW_shopmax: thawer.get (shopmax); break; 632 case KW_shopmax: thawer.get (shopmax); break;
785 case KW_shoprace: thawer.get (shoprace); break; 633 case KW_shoprace: thawer.get (shoprace); break;
786 case KW_outdoor: thawer.get (outdoor); break; 634 case KW_outdoor: thawer.get (outdoor); break;
787 case KW_temp: thawer.get (temp); break;
788 case KW_pressure: thawer.get (pressure); break;
789 case KW_humid: thawer.get (humid); break;
790 case KW_windspeed: thawer.get (windspeed); break;
791 case KW_winddir: thawer.get (winddir); break;
792 case KW_sky: thawer.get (sky); break;
793 635
794 case KW_per_player: thawer.get (per_player); break; 636 case KW_per_player: thawer.get (per_player); break;
795 case KW_per_party: thawer.get (per_party); break; 637 case KW_per_party: thawer.get (per_party); break;
638 case KW_no_reset: thawer.get (no_reset); break;
639 case KW_no_drop: thawer.get (no_drop); break;
796 640
797 case KW_region: default_region = region::find (thawer.get_str ()); break; 641 case KW_region: default_region = region::find (thawer.get_str ()); break;
798 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 642 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
799 643
800 // old names new names 644 // old names new names
810 654
811 case KW_tile_path_1: thawer.get (tile_path [0]); break; 655 case KW_tile_path_1: thawer.get (tile_path [0]); break;
812 case KW_tile_path_2: thawer.get (tile_path [1]); break; 656 case KW_tile_path_2: thawer.get (tile_path [1]); break;
813 case KW_tile_path_3: thawer.get (tile_path [2]); break; 657 case KW_tile_path_3: thawer.get (tile_path [2]); break;
814 case KW_tile_path_4: thawer.get (tile_path [3]); break; 658 case KW_tile_path_4: thawer.get (tile_path [3]); break;
659
660 case KW_ERROR:
661 set_key_text (thawer.kw_str, thawer.value);
662 break;
663
664 case KW_end:
665 thawer.next ();
666 return true;
667
668 default:
669 if (!thawer.parse_error ("map", 0))
670 return false;
671 break;
815 } 672 }
673
674 thawer.next ();
816 } 675 }
817 676
818 abort (); 677 abort ();
819} 678}
820 679
821bool 680//+GPL
822maptile::_load_header (const char *path)
823{
824 object_thawer thawer (path);
825
826 if (!thawer)
827 return false;
828
829 return _load_header (thawer);
830}
831 681
832/****************************************************************************** 682/******************************************************************************
833 * This is the start of unique map handling code 683 * This is the start of unique map handling code
834 *****************************************************************************/ 684 *****************************************************************************/
835 685
845 object *above = op->above; 695 object *above = op->above;
846 696
847 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 697 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
848 unique = 1; 698 unique = 1;
849 699
850 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 700 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
851 {
852 op->destroy_inv (false);
853 op->destroy (); 701 op->destroy ();
854 }
855 702
856 op = above; 703 op = above;
857 } 704 }
858 } 705 }
859} 706}
860 707
708//-GPL
709
861bool 710bool
862maptile::_save_header (object_freezer &freezer) 711maptile::_save_header (object_freezer &freezer)
863{ 712{
864#define MAP_OUT(k) freezer.put (KW_ ## k, k) 713#define MAP_OUT(k) freezer.put (KW(k), k)
865#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 714#define MAP_OUT2(k,v) freezer.put (KW(k), v)
866 715
867 MAP_OUT2 (arch, "map"); 716 MAP_OUT2 (arch, CS(map));
868 717
869 if (name) MAP_OUT (name); 718 if (name) MAP_OUT (name);
870 MAP_OUT (swap_time); 719 MAP_OUT (swap_time);
871 MAP_OUT (reset_time); 720 MAP_OUT (reset_time);
872 MAP_OUT (reset_timeout); 721 MAP_OUT (reset_timeout);
873 MAP_OUT (fixed_resettime); 722 MAP_OUT (fixed_resettime);
723 MAP_OUT (no_reset);
724 MAP_OUT (no_drop);
874 MAP_OUT (difficulty); 725 MAP_OUT (difficulty);
875
876 if (default_region) MAP_OUT2 (region, default_region->name); 726 if (default_region) MAP_OUT2 (region, default_region->name);
877 727
878 if (shopitems) 728 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
879 {
880 char shop[MAX_BUF];
881 print_shop_string (this, shop);
882 MAP_OUT2 (shopitems, shop);
883 }
884
885 MAP_OUT (shopgreed); 729 MAP_OUT (shopgreed);
886 MAP_OUT (shopmin); 730 MAP_OUT (shopmin);
887 MAP_OUT (shopmax); 731 MAP_OUT (shopmax);
888 if (shoprace) MAP_OUT (shoprace); 732 if (shoprace) MAP_OUT (shoprace);
889 MAP_OUT (darkness); 733
890 MAP_OUT (width); 734 MAP_OUT (width);
891 MAP_OUT (height); 735 MAP_OUT (height);
892 MAP_OUT (enter_x); 736 MAP_OUT (enter_x);
893 MAP_OUT (enter_y); 737 MAP_OUT (enter_y);
894 738 MAP_OUT (darkness);
895 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
896 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
897
898 MAP_OUT (outdoor); 739 MAP_OUT (outdoor);
899 MAP_OUT (temp); 740
900 MAP_OUT (pressure); 741 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
901 MAP_OUT (humid); 742 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
902 MAP_OUT (windspeed);
903 MAP_OUT (winddir);
904 MAP_OUT (sky);
905 743
906 MAP_OUT (per_player); 744 MAP_OUT (per_player);
907 MAP_OUT (per_party); 745 MAP_OUT (per_party);
908 746
909 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 747 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
910 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 748 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
911 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 749 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
912 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 750 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
913 751
914 freezer.put (this); 752 freezer.put (this);
915 freezer.put (KW_end); 753 freezer.put (KW(end));
916 754
917 return true; 755 return true;
918} 756}
919 757
920bool 758bool
926 return false; 764 return false;
927 765
928 return freezer.save (path); 766 return freezer.save (path);
929} 767}
930 768
769//+GPL
770
931/* 771/*
932 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
933 */ 773 */
934void 774void
935maptile::clear () 775maptile::clear ()
936{ 776{
937 sfree (regions, size ()), regions = 0;
938 free (regionmap), regionmap = 0;
939
940 if (spaces) 777 if (spaces)
941 { 778 {
942 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 779 for (mapspace *ms = spaces + size (); ms-- > spaces; )
943 while (object *op = ms->bot) 780 while (object *op = ms->bot)
944 { 781 {
782 // manually remove, as to not trigger anything
783 if (ms->bot = op->above)
784 ms->bot->below = 0;
785
786 op->flag [FLAG_REMOVED] = true;
787
788 object *head = op->head_ ();
945 if (op->head) 789 if (op == head)
946 op = op->head;
947
948 op->destroy_inv (false);
949 op->destroy (); 790 op->destroy ();
791 else if (head->map != op->map)
792 {
793 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
794 head->destroy ();
795 }
950 } 796 }
951 797
952 sfree (spaces, size ()), spaces = 0; 798 sfree0 (spaces, size ());
953 } 799 }
954 800
955 if (buttons) 801 if (buttons)
956 free_objectlinkpt (buttons), buttons = 0; 802 free_objectlinkpt (buttons), buttons = 0;
803
804 sfree0 (regions, size ());
805 delete [] regionmap; regionmap = 0;
957} 806}
958 807
959void 808void
960maptile::clear_header () 809maptile::clear_header ()
961{ 810{
993 attachable::do_destroy (); 842 attachable::do_destroy ();
994 843
995 clear (); 844 clear ();
996} 845}
997 846
998/* 847/* decay and destroy perishable items in a map */
999 * Updates every button on the map (by calling update_button() for them). 848// TODO: should be done regularly, not on map load?
1000 */
1001void 849void
1002maptile::update_buttons () 850maptile::do_decay_objects ()
1003{ 851{
1004 for (oblinkpt *obp = buttons; obp; obp = obp->next) 852 if (!spaces)
1005 for (objectlink *ol = obp->link; ol; ol = ol->next) 853 return;
854
855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
856 for (object *above, *op = ms->bot; op; op = above)
1006 { 857 {
1007 if (!ol->ob) 858 above = op->above;
859
860 bool destroy = 0;
861
862 // do not decay anything above unique floor tiles (yet :)
863 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
864 break;
865
866 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
867 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
868 || QUERY_FLAG (op, FLAG_UNIQUE)
869 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
870 || QUERY_FLAG (op, FLAG_UNPAID)
871 || op->is_alive ())
872 ; // do not decay
873 else if (op->is_weapon ())
1008 { 874 {
1009 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 875 op->stats.dam--;
1010 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 876 if (op->stats.dam < 0)
1011 continue; 877 destroy = 1;
1012 } 878 }
1013 879 else if (op->is_armor ())
1014 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1015 { 880 {
1016 update_button (ol->ob); 881 op->stats.ac--;
1017 break; 882 if (op->stats.ac < 0)
883 destroy = 1;
1018 } 884 }
885 else if (op->type == FOOD)
886 {
887 op->stats.food -= rndm (5, 20);
888 if (op->stats.food < 0)
889 destroy = 1;
890 }
891 else
892 {
893 int mat = op->materials;
894
895 if (mat & M_PAPER
896 || mat & M_LEATHER
897 || mat & M_WOOD
898 || mat & M_ORGANIC
899 || mat & M_CLOTH
900 || mat & M_LIQUID
901 || (mat & M_IRON && rndm (1, 5) == 1)
902 || (mat & M_GLASS && rndm (1, 2) == 1)
903 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
904 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
905 //|| (mat & M_ICE && temp > 32)
906 )
907 destroy = 1;
908 }
909
910 /* adjust overall chance below */
911 if (destroy && rndm (0, 1))
912 op->destroy ();
1019 } 913 }
1020} 914}
1021 915
1022/* 916/*
1023 * This routine is supposed to find out the difficulty of the map. 917 * This routine is supposed to find out the difficulty of the map.
1024 * difficulty does not have a lot to do with character level, 918 * difficulty does not have a lot to do with character level,
1025 * but does have a lot to do with treasure on the map. 919 * but does have a lot to do with treasure on the map.
1026 * 920 *
1027 * Difficulty can now be set by the map creature. If the value stored 921 * Difficulty can now be set by the map creator. If the value stored
1028 * in the map is zero, then use this routine. Maps should really 922 * in the map is zero, then use this routine. Maps should really
1029 * have a difficulty set than using this function - human calculation 923 * have a difficulty set rather than using this function - human calculation
1030 * is much better than this functions guesswork. 924 * is much better than this function's guesswork.
1031 */ 925 */
1032int 926int
1033maptile::estimate_difficulty () const 927maptile::estimate_difficulty () const
1034{ 928{
1035 long monster_cnt = 0; 929 long monster_cnt = 0;
1047 941
1048 if (QUERY_FLAG (op, FLAG_GENERATOR)) 942 if (QUERY_FLAG (op, FLAG_GENERATOR))
1049 { 943 {
1050 total_exp += op->stats.exp; 944 total_exp += op->stats.exp;
1051 945
1052 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 946 if (archetype *at = op->other_arch)
947 {
1053 total_exp += at->clone.stats.exp * 8; 948 total_exp += at->stats.exp * 8;
1054
1055 monster_cnt++; 949 monster_cnt++;
950 }
951
952 for (object *inv = op->inv; inv; inv = inv->below)
953 {
954 total_exp += op->stats.exp * 8;
955 monster_cnt++;
956 }
1056 } 957 }
1057 } 958 }
1058 959
1059 avgexp = (double) total_exp / monster_cnt; 960 avgexp = (double) total_exp / monster_cnt;
1060 961
1073 * postive values make it darker, negative make it brighter 974 * postive values make it darker, negative make it brighter
1074 */ 975 */
1075int 976int
1076maptile::change_map_light (int change) 977maptile::change_map_light (int change)
1077{ 978{
1078 int new_level = darkness + change;
1079
1080 /* Nothing to do */ 979 /* Nothing to do */
1081 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 980 if (!change)
1082 return 0; 981 return 0;
1083 982
1084 /* inform all players on the map */ 983 /* inform all players on the map */
1085 if (change > 0) 984 if (change > 0)
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1087 else 986 else
1088 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1089 988
1090 /* Do extra checking. since darkness is a unsigned value, 989 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1091 * we need to be extra careful about negative values.
1092 * In general, the checks below are only needed if change
1093 * is not +/-1
1094 */
1095 if (new_level < 0)
1096 darkness = 0;
1097 else if (new_level >= MAX_DARKNESS)
1098 darkness = MAX_DARKNESS;
1099 else
1100 darkness = new_level;
1101 990
1102 /* All clients need to get re-updated for the change */ 991 /* All clients need to get re-updated for the change */
1103 update_all_map_los (this); 992 update_all_map_los (this);
993
1104 return 1; 994 return 1;
1105} 995}
1106 996
1107/* 997/*
1108 * This function updates various attributes about a specific space 998 * This function updates various attributes about a specific space
1111 * through, etc) 1001 * through, etc)
1112 */ 1002 */
1113void 1003void
1114mapspace::update_ () 1004mapspace::update_ ()
1115{ 1005{
1116 object *tmp, *last = 0; 1006 object *last = 0;
1117 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1007 uint8 flags = P_UPTODATE;
1118 facetile *top, *floor, *middle; 1008 sint8 light = 0;
1119 object *top_obj, *floor_obj, *middle_obj;
1120 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1009 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1010 uint64_t volume = 0;
1011 uint32_t items = 0;
1012 object *anywhere = 0;
1013 uint8_t middle_visibility = 0;
1121 1014
1122 middle = blank_face; 1015 //object *middle = 0;
1123 top = blank_face; 1016 //object *top = 0;
1124 floor = blank_face; 1017 //object *floor = 0;
1018 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0;
1021 object *&floor = faces_obj[2] = 0;
1125 1022
1126 middle_obj = 0; 1023 object::flags_t allflags; // all flags of all objects or'ed together
1127 top_obj = 0;
1128 floor_obj = 0;
1129 1024
1130 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1025 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1131 { 1026 {
1132 /* This could be made additive I guess (two lights better than 1027 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1133 * one). But if so, it shouldn't be a simple additive - 2
1134 * light bulbs do not illuminate twice as far as once since
1135 * it is a dissapation factor that is cubed.
1136 */
1137 if (tmp->glow_radius > light)
1138 light = tmp->glow_radius; 1028 light += tmp->glow_radius;
1139 1029
1140 /* This call is needed in order to update objects the player 1030 /* This call is needed in order to update objects the player
1141 * is standing in that have animations (ie, grass, fire, etc). 1031 * is standing in that have animations (ie, grass, fire, etc).
1142 * However, it also causes the look window to be re-drawn 1032 * However, it also causes the look window to be re-drawn
1143 * 3 times each time the player moves, because many of the 1033 * 3 times each time the player moves, because many of the
1144 * functions the move_player calls eventualy call this. 1034 * functions the move_player calls eventualy call this.
1145 * 1035 *
1146 * Always put the player down for drawing. 1036 * Always put the player down for drawing.
1147 */ 1037 */
1148 if (!tmp->invisible) 1038 if (expect_true (!tmp->invisible))
1149 { 1039 {
1150 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1040 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1151 {
1152 top = tmp->face;
1153 top_obj = tmp; 1041 top = tmp;
1154 } 1042 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1155 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 { 1043 {
1157 /* If we got a floor, that means middle and top were below it, 1044 /* If we got a floor, that means middle and top were below it,
1158 * so should not be visible, so we clear them. 1045 * so should not be visible, so we clear them.
1159 */ 1046 */
1160 middle = blank_face; 1047 middle = 0;
1161 top = blank_face; 1048 top = 0;
1162 floor = tmp->face;
1163 floor_obj = tmp; 1049 floor = tmp;
1050 volume = 0;
1051 items = 0;
1164 } 1052 }
1165 /* Flag anywhere have high priority */ 1053 else
1166 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1167 { 1054 {
1168 middle = tmp->face; 1055 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1056 {
1057 ++items;
1058 volume += tmp->volume ();
1059 }
1169 1060
1170 middle_obj = tmp; 1061 /* Flag anywhere have high priority */
1062 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1171 anywhere = 1; 1063 anywhere = tmp;
1064
1065 /* Find the highest visible face around. If equal
1066 * visibilities, we still want the one nearer to the
1067 * top
1068 */
1069 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1070 {
1071 middle_visibility = ::faces [tmp->face].visibility;
1072 middle = tmp;
1073 }
1172 } 1074 }
1173 /* Find the highest visible face around. If equal
1174 * visibilities, we still want the one nearer to the
1175 * top
1176 */
1177 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1178 {
1179 middle = tmp->face;
1180 middle_obj = tmp;
1181 }
1182 }
1183
1184 if (tmp == tmp->above)
1185 {
1186 LOG (llevError, "Error in structure of map\n");
1187 exit (-1);
1188 } 1075 }
1189 1076
1190 move_slow |= tmp->move_slow; 1077 move_slow |= tmp->move_slow;
1191 move_block |= tmp->move_block; 1078 move_block |= tmp->move_block;
1192 move_on |= tmp->move_on; 1079 move_on |= tmp->move_on;
1193 move_off |= tmp->move_off; 1080 move_off |= tmp->move_off;
1194 move_allow |= tmp->move_allow; 1081 move_allow |= tmp->move_allow;
1195 1082
1196 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1083 allflags |= tmp->flag;
1197 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1084
1198 if (tmp->type == PLAYER) flags |= P_PLAYER; 1085 if (tmp->type == PLAYER) flags |= P_PLAYER;
1199 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1086 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1200 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1201 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1202 } 1087 }
1203 1088
1204 this->light = light; 1089 // FLAG_SEE_ANYWHERE takes precedence
1090 if (anywhere)
1091 middle = anywhere;
1092
1093 // ORing all flags together and checking them here is much faster
1094 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1095 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1096 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1097 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1098
1099 this->light = min (light, MAX_LIGHT_RADIUS);
1205 this->flags_ = flags; 1100 this->flags_ = flags;
1206 this->move_block = move_block & ~move_allow; 1101 this->move_block = move_block & ~move_allow;
1207 this->move_on = move_on; 1102 this->move_on = move_on;
1208 this->move_off = move_off; 1103 this->move_off = move_off;
1209 this->move_slow = move_slow; 1104 this->move_slow = move_slow;
1105 this->volume_ = (volume + 1023) / 1024;
1106 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1210 1107
1211 /* At this point, we have a floor face (if there is a floor), 1108 /* At this point, we have a floor face (if there is a floor),
1212 * and the floor is set - we are not going to touch it at 1109 * and the floor is set - we are not going to touch it at
1213 * this point. 1110 * this point.
1214 * middle contains the highest visibility face. 1111 * middle contains the highest visibility face.
1221 * middle face. This should not happen, as we already have the 1118 * middle face. This should not happen, as we already have the
1222 * else statement above so middle should not get set. OTOH, it 1119 * else statement above so middle should not get set. OTOH, it
1223 * may be possible for the faces to match but be different objects. 1120 * may be possible for the faces to match but be different objects.
1224 */ 1121 */
1225 if (top == middle) 1122 if (top == middle)
1226 middle = blank_face; 1123 middle = 0;
1227 1124
1228 /* There are three posibilities at this point: 1125 /* There are three posibilities at this point:
1229 * 1) top face is set, need middle to be set. 1126 * 1) top face is set, need middle to be set.
1230 * 2) middle is set, need to set top. 1127 * 2) middle is set, need to set top.
1231 * 3) neither middle or top is set - need to set both. 1128 * 3) neither middle or top is set - need to set both.
1232 */ 1129 */
1233 1130
1234 for (tmp = last; tmp; tmp = tmp->below) 1131 for (object *tmp = last; tmp; tmp = tmp->below)
1235 { 1132 {
1236 /* Once we get to a floor, stop, since we already have a floor object */ 1133 /* Once we get to a floor, stop, since we already have a floor object */
1237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1134 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1238 break; 1135 break;
1239 1136
1240 /* If two top faces are already set, quit processing */ 1137 /* If two top faces are already set, quit processing */
1241 if ((top != blank_face) && (middle != blank_face)) 1138 if (top && middle)
1242 break; 1139 break;
1243 1140
1244 /* Only show visible faces */ 1141 /* Only show visible faces */
1245 if (!tmp->invisible) 1142 if (!tmp->invisible)
1246 { 1143 {
1247 /* Fill in top if needed */ 1144 /* Fill in top if needed */
1248 if (top == blank_face) 1145 if (!top)
1249 { 1146 {
1250 top = tmp->face;
1251 top_obj = tmp; 1147 top = tmp;
1252 if (top == middle) 1148 if (top == middle)
1253 middle = blank_face; 1149 middle = 0;
1254 } 1150 }
1255 else 1151 else
1256 { 1152 {
1257 /* top is already set - we should only get here if 1153 /* top is already set - we should only get here if
1258 * middle is not set 1154 * middle is not set
1259 * 1155 *
1260 * Set the middle face and break out, since there is nothing 1156 * Set the middle face and break out, since there is nothing
1261 * more to fill in. We don't check visiblity here, since 1157 * more to fill in. We don't check visiblity here, since
1262 * 1158 *
1263 */ 1159 */
1264 if (tmp->face != top) 1160 if (tmp != top)
1265 { 1161 {
1266 middle = tmp->face;
1267 middle_obj = tmp; 1162 middle = tmp;
1268 break; 1163 break;
1269 } 1164 }
1270 } 1165 }
1271 } 1166 }
1272 } 1167 }
1273 1168
1274 if (middle == floor) 1169 if (middle == floor)
1275 middle = blank_face; 1170 middle = 0;
1276 1171
1277 if (top == middle) 1172 if (top == middle)
1278 middle = blank_face; 1173 middle = 0;
1279 1174
1280 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1175#if 0
1281 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1176 faces_obj [0] = top;
1282 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1177 faces_obj [1] = middle;
1178 faces_obj [2] = floor;
1179#endif
1283} 1180}
1284 1181
1285/* this updates the orig_map->tile_map[tile_num] value after finding 1182maptile *
1286 * the map. It also takes care of linking back the freshly found 1183maptile::tile_available (int dir, bool load)
1287 * maps tile_map values if it tiles back to this one. It returns
1288 * the value of orig_map->tile_map[tile_num].
1289 */
1290static inline maptile *
1291find_and_link (maptile *orig_map, int tile_num)
1292{ 1184{
1293 maptile *mp = orig_map->tile_map [tile_num]; 1185 if (tile_path[dir])
1294
1295 if (!mp)
1296 {
1297 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1298
1299 if (!mp)
1300 {
1301 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1302 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1303 &orig_map->tile_path[tile_num], &orig_map->path);
1304 mp = new maptile (1, 1);
1305 mp->alloc ();
1306 mp->in_memory = MAP_IN_MEMORY;
1307 }
1308 } 1186 {
1187 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1188 return tile_map[dir];
1309 1189
1310 int dest_tile = (tile_num + 2) % 4; 1190 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1191 return tile_map[dir];
1192 }
1311 1193
1312 orig_map->tile_map [tile_num] = mp;
1313
1314 // optimisation: back-link map to origin map if euclidean
1315 //TODO: non-euclidean maps MUST GO
1316 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1317 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1318
1319 return mp; 1194 return 0;
1320}
1321
1322static inline void
1323load_and_link (maptile *orig_map, int tile_num)
1324{
1325 find_and_link (orig_map, tile_num)->load_sync ();
1326} 1195}
1327 1196
1328/* this returns TRUE if the coordinates (x,y) are out of 1197/* this returns TRUE if the coordinates (x,y) are out of
1329 * map m. This function also takes into account any 1198 * map m. This function also takes into account any
1330 * tiling considerations, loading adjacant maps as needed. 1199 * tiling considerations, loading adjacant maps as needed.
1343 if (!m) 1212 if (!m)
1344 return 0; 1213 return 0;
1345 1214
1346 if (x < 0) 1215 if (x < 0)
1347 { 1216 {
1348 if (!m->tile_path[3]) 1217 if (!m->tile_available (3))
1349 return 1; 1218 return 1;
1350 1219
1351 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1352 find_and_link (m, 3);
1353
1354 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1220 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1355 } 1221 }
1356 1222
1357 if (x >= m->width) 1223 if (x >= m->width)
1358 { 1224 {
1359 if (!m->tile_path[1]) 1225 if (!m->tile_available (1))
1360 return 1; 1226 return 1;
1361 1227
1362 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1363 find_and_link (m, 1);
1364
1365 return out_of_map (m->tile_map[1], x - m->width, y); 1228 return out_of_map (m->tile_map[1], x - m->width, y);
1366 } 1229 }
1367 1230
1368 if (y < 0) 1231 if (y < 0)
1369 { 1232 {
1370 if (!m->tile_path[0]) 1233 if (!m->tile_available (0))
1371 return 1; 1234 return 1;
1372 1235
1373 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1374 find_and_link (m, 0);
1375
1376 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1236 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1377 } 1237 }
1378 1238
1379 if (y >= m->height) 1239 if (y >= m->height)
1380 { 1240 {
1381 if (!m->tile_path[2]) 1241 if (!m->tile_available (2))
1382 return 1; 1242 return 1;
1383
1384 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1385 find_and_link (m, 2);
1386 1243
1387 return out_of_map (m->tile_map[2], x, y - m->height); 1244 return out_of_map (m->tile_map[2], x, y - m->height);
1388 } 1245 }
1389 1246
1390 /* Simple case - coordinates are within this local 1247 /* Simple case - coordinates are within this local
1404maptile * 1261maptile *
1405maptile::xy_find (sint16 &x, sint16 &y) 1262maptile::xy_find (sint16 &x, sint16 &y)
1406{ 1263{
1407 if (x < 0) 1264 if (x < 0)
1408 { 1265 {
1409 if (!tile_path[3]) 1266 if (!tile_available (3))
1410 return 0; 1267 return 0;
1411 1268
1412 find_and_link (this, 3);
1413 x += tile_map[3]->width; 1269 x += tile_map[3]->width;
1414 return tile_map[3]->xy_find (x, y); 1270 return tile_map[3]->xy_find (x, y);
1415 } 1271 }
1416 1272
1417 if (x >= width) 1273 if (x >= width)
1418 { 1274 {
1419 if (!tile_path[1]) 1275 if (!tile_available (1))
1420 return 0; 1276 return 0;
1421 1277
1422 find_and_link (this, 1);
1423 x -= width; 1278 x -= width;
1424 return tile_map[1]->xy_find (x, y); 1279 return tile_map[1]->xy_find (x, y);
1425 } 1280 }
1426 1281
1427 if (y < 0) 1282 if (y < 0)
1428 { 1283 {
1429 if (!tile_path[0]) 1284 if (!tile_available (0))
1430 return 0; 1285 return 0;
1431 1286
1432 find_and_link (this, 0);
1433 y += tile_map[0]->height; 1287 y += tile_map[0]->height;
1434 return tile_map[0]->xy_find (x, y); 1288 return tile_map[0]->xy_find (x, y);
1435 } 1289 }
1436 1290
1437 if (y >= height) 1291 if (y >= height)
1438 { 1292 {
1439 if (!tile_path[2]) 1293 if (!tile_available (2))
1440 return 0; 1294 return 0;
1441 1295
1442 find_and_link (this, 2);
1443 y -= height; 1296 y -= height;
1444 return tile_map[2]->xy_find (x, y); 1297 return tile_map[2]->xy_find (x, y);
1445 } 1298 }
1446 1299
1447 /* Simple case - coordinates are within this local 1300 /* Simple case - coordinates are within this local
1452 1305
1453/** 1306/**
1454 * Return whether map2 is adjacent to map1. If so, store the distance from 1307 * Return whether map2 is adjacent to map1. If so, store the distance from
1455 * map1 to map2 in dx/dy. 1308 * map1 to map2 in dx/dy.
1456 */ 1309 */
1457static int 1310int
1458adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1311adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1459{ 1312{
1460 if (!map1 || !map2) 1313 if (!map1 || !map2)
1461 return 0; 1314 return 0;
1462 1315
1463 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1316 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1464 //fix: compare paths instead (this is likely faster, too!) 1317 //fix: compare paths instead (this is likely faster, too!)
1465 if (map1 == map2) 1318 if (map1 == map2)
1466 { 1319 {
1467 *dx = 0; 1320 *dx = 0;
1468 *dy = 0; 1321 *dy = 0;
1574get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1427get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1575{ 1428{
1576 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1429 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1577 { 1430 {
1578 /* be conservative and fill in _some_ data */ 1431 /* be conservative and fill in _some_ data */
1579 retval->distance = 100000; 1432 retval->distance = 10000;
1580 retval->distance_x = 32767; 1433 retval->distance_x = 10000;
1581 retval->distance_y = 32767; 1434 retval->distance_y = 10000;
1582 retval->direction = 0; 1435 retval->direction = 0;
1583 retval->part = 0; 1436 retval->part = 0;
1584 } 1437 }
1585 else 1438 else
1586 { 1439 {
1591 1444
1592 best = op1; 1445 best = op1;
1593 /* If this is multipart, find the closest part now */ 1446 /* If this is multipart, find the closest part now */
1594 if (!(flags & 0x1) && op1->more) 1447 if (!(flags & 0x1) && op1->more)
1595 { 1448 {
1596 object *tmp;
1597 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1449 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1598 1450
1599 /* we just take the offset of the piece to head to figure 1451 /* we just take the offset of the piece to head to figure
1600 * distance instead of doing all that work above again 1452 * distance instead of doing all that work above again
1601 * since the distance fields we set above are positive in the 1453 * since the distance fields we set above are positive in the
1602 * same axis as is used for multipart objects, the simply arithmetic 1454 * same axis as is used for multipart objects, the simply arithmetic
1603 * below works. 1455 * below works.
1604 */ 1456 */
1605 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1457 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1606 { 1458 {
1607 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1459 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1608 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1460 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1609 if (tmpi < best_distance) 1461 if (tmpi < best_distance)
1610 { 1462 {
1619 retval->distance_y += op1->y - best->y; 1471 retval->distance_y += op1->y - best->y;
1620 } 1472 }
1621 } 1473 }
1622 1474
1623 retval->part = best; 1475 retval->part = best;
1624 retval->distance = idistance (retval->distance_x, retval->distance_y); 1476 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1477 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1626 } 1478 }
1627} 1479}
1628 1480
1629/* this is basically the same as get_rangevector above, but instead of 1481/* this is basically the same as get_rangevector above, but instead of
1634 * flags has no meaning for this function at this time - I kept it in to 1486 * flags has no meaning for this function at this time - I kept it in to
1635 * be more consistant with the above function and also in case they are needed 1487 * be more consistant with the above function and also in case they are needed
1636 * for something in the future. Also, since no object is pasted, the best 1488 * for something in the future. Also, since no object is pasted, the best
1637 * field of the rv_vector is set to NULL. 1489 * field of the rv_vector is set to NULL.
1638 */ 1490 */
1639
1640void 1491void
1641get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1492get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1642{ 1493{
1643 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1494 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1644 { 1495 {
1645 /* be conservative and fill in _some_ data */ 1496 /* be conservative and fill in _some_ data */
1646 retval->distance = 100000; 1497 retval->distance = 100000;
1652 else 1503 else
1653 { 1504 {
1654 retval->distance_x += op2->x - x; 1505 retval->distance_x += op2->x - x;
1655 retval->distance_y += op2->y - y; 1506 retval->distance_y += op2->y - y;
1656 1507
1657 retval->part = NULL; 1508 retval->part = 0;
1658 retval->distance = idistance (retval->distance_x, retval->distance_y); 1509 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1659 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1510 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1660 } 1511 }
1661} 1512}
1662 1513
1663/* Returns true of op1 and op2 are effectively on the same map 1514/* Returns true of op1 and op2 are effectively on the same map
1674 int dx, dy; 1525 int dx, dy;
1675 1526
1676 return adjacent_map (op1->map, op2->map, &dx, &dy); 1527 return adjacent_map (op1->map, op2->map, &dx, &dy);
1677} 1528}
1678 1529
1530//-GPL
1531
1679object * 1532object *
1680maptile::insert (object *op, int x, int y, object *originator, int flags) 1533maptile::insert (object *op, int x, int y, object *originator, int flags)
1681{ 1534{
1682 if (!op->flag [FLAG_REMOVED])
1683 op->remove ();
1684
1685 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1535 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1686} 1536}
1687 1537
1688region * 1538region *
1689maptile::region (int x, int y) const 1539maptile::region (int x, int y) const
1698 return default_region; 1548 return default_region;
1699 1549
1700 return ::region::default_region (); 1550 return ::region::default_region ();
1701} 1551}
1702 1552
1553//+GPL
1554
1555/* picks a random object from a style map.
1556 */
1557object *
1558maptile::pick_random_object (rand_gen &gen) const
1559{
1560 /* while returning a null object will result in a crash, that
1561 * is actually preferable to an infinite loop. That is because
1562 * most servers will automatically restart in case of crash.
1563 * Change the logic on getting the random space - shouldn't make
1564 * any difference, but this seems clearer to me.
1565 */
1566 for (int i = 1000; --i;)
1567 {
1568 object *pick = at (gen (width), gen (height)).bot;
1569
1570 // do not prefer big monsters just because they are big.
1571 if (pick && pick->is_head ())
1572 return pick->head_ ();
1573 }
1574
1575 // instead of crashing in the unlikely(?) case, try to return *something*
1576 return archetype::find (shstr_bug);
1577}
1578
1579//-GPL
1580
1581void
1582maptile::play_sound (faceidx sound, int x, int y) const
1583{
1584 if (!sound)
1585 return;
1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598}
1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1603 for_all_players (pl)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 }
1614}
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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