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Comparing deliantra/server/common/map.C (file contents):
Revision 1.89 by root, Fri Feb 16 22:16:16 2007 UTC vs.
Revision 1.221 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <unistd.h> 26#include <unistd.h>
26 27
27#include "global.h" 28#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 32
48/* 33sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 34
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
103 * 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
125 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
126} 61}
127 62
128/* 63/*
129 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
130 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
131 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
132 * can move 1 space to the left, we don't want its own area 67 * can move 1 space to the left, we don't want its own area
133 * to block it from moving there. 68 * to block it from moving there.
134 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
135 * monster. 70 * monster.
138 * by the caller. 73 * by the caller.
139 */ 74 */
140int 75int
141blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 77{
143 object *tmp;
144 int mflags, blocked;
145
146 /* 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
147 * have already checked this. 79 * have already checked this.
148 */ 80 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 82 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 84 return 1;
153 } 85 }
154 86
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 88
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
161 91
162 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 94 * things we need to do for players.
165 */ 95 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
167 return 0; 97 return 0;
168 98
169 /* 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
170 * 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
171 * 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
172 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
175 */ 105 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 107 return 0;
178 108
179 if (ob->head != NULL)
180 ob = ob->head; 109 ob = ob->head_ ();
181 110
182 /* 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
183 * 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
184 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
186 */ 115 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
188 { 117 {
189 118 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 119 {
193 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
195 * pass through this space. 122 return 1;
196 */ 123 else
197 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
198 { 127 {
199 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))
200 return 1; 132 return 1;
201 else 133 }
202 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;
203 } 143 }
204 else 144 else
205 { 145 return 1; // unconditional block
206 /* In this case, the player must not have the object - 146
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 147 } else {
216 { 148 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 150 // blocks anything
219 * movement, can't move here. 151
220 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 153 && tmp->type != DOOR
222 */ 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 155 return 1;
228 } 156 }
229
230 } 157 }
158
231 return 0; 159 return 0;
232} 160}
233 161
234/* 162/*
235 * Returns true if the given object can't fit in the given spot. 163 * 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, 164 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
240 * 168 *
241 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
242 * 170 *
243 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
255 * 183 *
256 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
258 * against the move_block values. 186 * against the move_block values.
259 */ 187 */
260int 188bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
262{ 190{
263 archetype *tmp; 191 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 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
277 194
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
279 { 196 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 197
282 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 199
284 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 201 return 1;
286 202
287 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
288 204 * (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. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 206 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 208 continue;
296 209
297 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
299 */ 212 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
301 return P_NO_PASS; 214 return 1;
302 } 215 }
303 216
304 return 0; 217 return 0;
305} 218}
306 219
307/* When the map is loaded, load_object does not actually insert objects 220//-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}
334 221
335void 222void
336maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
337{ 224{
338 if (!spaces) 225 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
344} 231}
345 232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
260
346/* link_multipart_objects go through all the objects on the map looking 261/* 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 262 * 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 263 * 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 264 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 265 */
352void 266void
353maptile::link_multipart_objects () 267maptile::link_multipart_objects ()
354{ 268{
355 if (!spaces) 269 if (!spaces)
356 return; 270 return;
357 271
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 273 {
274 object *op = ms->bot;
275 while (op)
360 { 276 {
361 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 279 {
373 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
374 282
375 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
390 } 290 }
291 else
292 op = op->above;
391 } 293 }
392 } 294 }
393} 295}
296
297//-GPL
394 298
395/* 299/*
396 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 301 * file pointer.
398 */ 302 */
399bool 303bool
400maptile::_load_objects (object_thawer &f) 304maptile::_load_objects (object_thawer &f)
401{ 305{
402 for (;;) 306 for (;;)
403 { 307 {
404 coroapi::cede_every (1000); // cede once in a while 308 coroapi::cede_to_tick (); // cede once in a while
405 309
406 switch (f.kw) 310 switch (f.kw)
407 { 311 {
408 case KW_arch: 312 case KW_arch:
409 if (object *op = object::read (f)) 313 if (object *op = object::read (f, this))
410 { 314 {
315 // TODO: why?
411 if (op->inv) 316 if (op->inv)
317 {
318 op->carrying = 0;
412 sum_weight (op); 319 op->update_weight ();
320 }
413 321
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) it's correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 *(ms.top ? &ms.top->above : &ms.bot) = op;
336
337 ms.top = op;
338 ms.flags_ = 0;
339 }
340 else
341 {
342 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
343 op->destroy ();
344 }
415 } 345 }
416 346
417 continue; 347 continue;
418 348
419 case KW_EOF: 349 case KW_EOF:
432} 362}
433 363
434void 364void
435maptile::activate () 365maptile::activate ()
436{ 366{
437 if (!spaces) 367 if (state != MAP_INACTIVE)
438 return; 368 return;
439 369
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
443} 377}
444 378
445void 379void
446maptile::deactivate () 380maptile::deactivate ()
447{ 381{
448 if (!spaces) 382 if (state != MAP_ACTIVE)
449 return; 383 return;
450 384
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
454} 390}
455 391
456bool 392bool
457maptile::_save_objects (object_freezer &f, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
458{ 394{
459 static int cede_count = 0; 395 coroapi::cede_to_tick ();
460 396
461 if (flags & IO_HEADER) 397 if (flags & IO_HEADER)
462 _save_header (f); 398 _save_header (f);
463 399
464 if (!spaces) 400 if (!spaces)
465 return false; 401 return false;
466 402
467 for (int i = 0; i < size (); ++i) 403 for (int i = 0; i < size (); ++i)
468 { 404 {
469#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
470 if (cede_count >= 500)
471 {
472 cede_count = 0;
473 coroapi::cede ();
474 }
475#endif
476
477 int unique = 0; 405 bool unique = 0;
406
478 for (object *op = spaces [i].bot; op; op = op->above) 407 for (object *op = spaces [i].bot; op; op = op->above)
479 { 408 {
480 // count per-object, but cede only when modification-safe
481 cede_count++;
482
483 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
484 unique = 1;
485 410
486 if (!op->can_map_save ()) 411 if (expect_false (!op->can_map_save ()))
487 continue; 412 continue;
488 413
489 if (unique || op->flag [FLAG_UNIQUE]) 414 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
490 { 415 {
491 if (flags & IO_UNIQUES) 416 if (flags & IO_UNIQUES)
492 op->write (f); 417 op->write (f);
493 } 418 }
494 else if (flags & IO_OBJECTS) 419 else if (expect_true (flags & IO_OBJECTS))
495 op->write (f); 420 op->write (f);
496 } 421 }
497 } 422 }
498 423
424 coroapi::cede_to_tick ();
425
499 return true; 426 return true;
500}
501
502bool
503maptile::_load_objects (const char *path, bool skip_header)
504{
505 object_thawer f (path);
506
507 if (!f)
508 return false;
509
510 f.next ();
511
512 if (skip_header)
513 for (;;)
514 {
515 keyword kw = f.kw;
516 f.skip ();
517 if (kw == KW_end)
518 break;
519 }
520
521 return _load_objects (f);
522} 427}
523 428
524bool 429bool
525maptile::_save_objects (const char *path, int flags) 430maptile::_save_objects (const char *path, int flags)
526{ 431{
530 return false; 435 return false;
531 436
532 return freezer.save (path); 437 return freezer.save (path);
533} 438}
534 439
535maptile::maptile () 440void
441maptile::init ()
536{ 442{
537 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
538 444
539 /* The maps used to pick up default x and y values from the 445 /* The maps used to pick up default x and y values from the
540 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
541 */ 447 */
542 width = 16; 448 width = 16;
543 height = 16; 449 height = 16;
544 timeout = 300; 450 timeout = 300;
545 max_nrof = 1000; // 1000 items of anything 451 max_items = MAX_ITEM_PER_ACTION;
546 max_volume = 2000000; // 2m³ 452 max_volume = 2000000; // 2m³
547}
548
549maptile::maptile (int w, int h)
550{
551 in_memory = MAP_SWAPPED;
552
553 width = w;
554 height = h;
555 reset_timeout = 0; 453 reset_timeout = 0;
556 timeout = 300;
557 enter_x = 0; 454 enter_x = 0;
558 enter_y = 0; 455 enter_y = 0;
456}
457
458maptile::maptile ()
459{
460 init ();
461}
462
463maptile::maptile (int w, int h)
464{
465 init ();
466
467 width = w;
468 height = h;
559 469
560 alloc (); 470 alloc ();
561} 471}
562 472
563/* 473/*
572 return; 482 return;
573 483
574 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
575} 485}
576 486
487//+GPL
488
577/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
578 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
579 * at a later date. 491 * at a later date.
580 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
581 */ 493 */
582static shopitems * 494static shopitems *
583parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
632 *q = '\0'; 544 *q = '\0';
633 545
634 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
635 if (current_type) 547 if (current_type)
636 { 548 {
637 items[i].name = current_type->name; 549 items[i].name = current_type->name;
638 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
639 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
640 } 552 }
641 else 553 else
642 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
643 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
644 */ 556 */
645 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
646 } 558 }
647 } 559 }
648 560
657 return items; 569 return items;
658} 570}
659 571
660/* opposite of parse string, this puts the string that was originally fed in to 572/* opposite of parse string, this puts the string that was originally fed in to
661 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
662static void 574static const char *
663print_shop_string (maptile *m, char *output_string) 575print_shop_string (maptile *m)
664{ 576{
665 int i; 577 static dynbuf_text buf; buf.clear ();
666 char tmp[MAX_BUF]; 578 bool first = true;
667 579
668 strcpy (output_string, "");
669 for (i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
670 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
671 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
672 { 588 {
673 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
674 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
675 else 591 else
676 sprintf (tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
677 } 593 }
678 else 594 else
679 { 595 {
680 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
681 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
682 else 598 else
683 sprintf (tmp, "*"); 599 buf.printf ("*");
684 } 600 }
685
686 strcat (output_string, tmp);
687 } 601 }
602
603 return buf;
688} 604}
605
606//-GPL
689 607
690/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
691 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
692 * this used to be stored in the map object, but with the 610 * this used to be stored in the map object, but with the
693 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
701bool 619bool
702maptile::_load_header (object_thawer &thawer) 620maptile::_load_header (object_thawer &thawer)
703{ 621{
704 for (;;) 622 for (;;)
705 { 623 {
706 keyword kw = thawer.get_kv ();
707
708 switch (kw) 624 switch (thawer.kw)
709 { 625 {
710 case KW_msg: 626 case KW_msg:
711 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
712 break; 628 break;
713 629
714 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
715 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
716 break; 632 break;
717 633
718 case KW_maplore: 634 case KW_maplore:
719 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
736 case KW_shopgreed: thawer.get (shopgreed); break; 652 case KW_shopgreed: thawer.get (shopgreed); break;
737 case KW_shopmin: thawer.get (shopmin); break; 653 case KW_shopmin: thawer.get (shopmin); break;
738 case KW_shopmax: thawer.get (shopmax); break; 654 case KW_shopmax: thawer.get (shopmax); break;
739 case KW_shoprace: thawer.get (shoprace); break; 655 case KW_shoprace: thawer.get (shoprace); break;
740 case KW_outdoor: thawer.get (outdoor); break; 656 case KW_outdoor: thawer.get (outdoor); break;
741 case KW_temp: thawer.get (temp); break;
742 case KW_pressure: thawer.get (pressure); break;
743 case KW_humid: thawer.get (humid); break;
744 case KW_windspeed: thawer.get (windspeed); break;
745 case KW_winddir: thawer.get (winddir); break;
746 case KW_sky: thawer.get (sky); break;
747 657
748 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
749 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661 case KW_no_drop: thawer.get (no_drop); break;
750 662
751 case KW_region: default_region = region::find (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
752 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
753 665
754 // old names new names 666 // old names new names
755 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
756 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
760 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
761 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
762 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
763 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
764 676
765 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
766 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
767 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
768 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
683
684 case KW_ERROR:
685 set_key_text (thawer.kw_str, thawer.value);
686 break;
769 687
770 case KW_end: 688 case KW_end:
689 thawer.next ();
771 return true; 690 return true;
772 691
773 default: 692 default:
774 if (!thawer.parse_error ("map", 0)) 693 if (!thawer.parse_error ("map"))
775 return false; 694 return false;
776 break; 695 break;
777 } 696 }
697
698 thawer.next ();
778 } 699 }
779 700
780 abort (); 701 abort ();
781} 702}
782 703
783bool 704//+GPL
784maptile::_load_header (const char *path)
785{
786 object_thawer thawer (path);
787
788 if (!thawer)
789 return false;
790
791 return _load_header (thawer);
792}
793 705
794/****************************************************************************** 706/******************************************************************************
795 * This is the start of unique map handling code 707 * This is the start of unique map handling code
796 *****************************************************************************/ 708 *****************************************************************************/
797 709
804 int unique = 0; 716 int unique = 0;
805 for (object *op = spaces [i].bot; op; ) 717 for (object *op = spaces [i].bot; op; )
806 { 718 {
807 object *above = op->above; 719 object *above = op->above;
808 720
809 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
810 unique = 1; 722 unique = 1;
811 723
812 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
813 {
814 op->destroy_inv (false);
815 op->destroy (); 725 op->destroy ();
816 }
817 726
818 op = above; 727 op = above;
819 } 728 }
820 } 729 }
821} 730}
822 731
732//-GPL
733
823bool 734bool
824maptile::_save_header (object_freezer &freezer) 735maptile::_save_header (object_freezer &freezer)
825{ 736{
826#define MAP_OUT(k) freezer.put (KW_ ## k, k) 737#define MAP_OUT(k) freezer.put (KW(k), k)
827#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
828 739
829 MAP_OUT2 (arch, "map"); 740 MAP_OUT2 (arch, CS(map));
830 741
831 if (name) MAP_OUT (name); 742 if (name) MAP_OUT (name);
832 MAP_OUT (swap_time); 743 MAP_OUT (swap_time);
833 MAP_OUT (reset_time); 744 MAP_OUT (reset_time);
834 MAP_OUT (reset_timeout); 745 MAP_OUT (reset_timeout);
835 MAP_OUT (fixed_resettime); 746 MAP_OUT (fixed_resettime);
747 MAP_OUT (no_reset);
748 MAP_OUT (no_drop);
836 MAP_OUT (difficulty); 749 MAP_OUT (difficulty);
837
838 if (default_region) MAP_OUT2 (region, default_region->name); 750 if (default_region) MAP_OUT2 (region, default_region->name);
839 751
840 if (shopitems) 752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
841 {
842 char shop[MAX_BUF];
843 print_shop_string (this, shop);
844 MAP_OUT2 (shopitems, shop);
845 }
846
847 MAP_OUT (shopgreed); 753 MAP_OUT (shopgreed);
848 MAP_OUT (shopmin); 754 MAP_OUT (shopmin);
849 MAP_OUT (shopmax); 755 MAP_OUT (shopmax);
850 if (shoprace) MAP_OUT (shoprace); 756 if (shoprace) MAP_OUT (shoprace);
851 MAP_OUT (darkness); 757
852 MAP_OUT (width); 758 MAP_OUT (width);
853 MAP_OUT (height); 759 MAP_OUT (height);
854 MAP_OUT (enter_x); 760 MAP_OUT (enter_x);
855 MAP_OUT (enter_y); 761 MAP_OUT (enter_y);
856 762 MAP_OUT (darkness);
857 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
858 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
859
860 MAP_OUT (outdoor); 763 MAP_OUT (outdoor);
861 MAP_OUT (temp); 764
862 MAP_OUT (pressure); 765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
863 MAP_OUT (humid); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
864 MAP_OUT (windspeed);
865 MAP_OUT (winddir);
866 MAP_OUT (sky);
867 767
868 MAP_OUT (per_player); 768 MAP_OUT (per_player);
869 MAP_OUT (per_party); 769 MAP_OUT (per_party);
870 770
871 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
872 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
873 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
874 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
875 777
876 freezer.put (this); 778 freezer.put (this);
877 freezer.put (KW_end); 779 freezer.put (KW(end));
878 780
879 return true; 781 return true;
880} 782}
881 783
882bool 784bool
888 return false; 790 return false;
889 791
890 return freezer.save (path); 792 return freezer.save (path);
891} 793}
892 794
795//+GPL
796
893/* 797/*
894 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
895 */ 799 */
896void 800void
897maptile::clear () 801maptile::clear ()
898{ 802{
899 sfree (regions, size ()), regions = 0;
900 free (regionmap), regionmap = 0;
901
902 if (spaces) 803 if (spaces)
903 { 804 {
904 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
905 while (object *op = ms->bot) 806 while (object *op = ms->bot)
906 { 807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
907 if (op->head) 815 if (op == head)
908 op = op->head;
909
910 op->destroy_inv (false);
911 op->destroy (); 816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
912 } 822 }
913 823
914 sfree (spaces, size ()), spaces = 0; 824 sfree0 (spaces, size ());
915 } 825 }
916 826
917 if (buttons) 827 if (buttons)
918 free_objectlinkpt (buttons), buttons = 0; 828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
919} 832}
920 833
921void 834void
922maptile::clear_header () 835maptile::clear_header ()
923{ 836{
925 msg = 0; 838 msg = 0;
926 maplore = 0; 839 maplore = 0;
927 shoprace = 0; 840 shoprace = 0;
928 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
929 842
930 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < array_length (tile_path); i++)
931 tile_path [i] = 0; 844 tile_path [i] = 0;
932} 845}
933 846
934maptile::~maptile () 847maptile::~maptile ()
935{ 848{
942 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
943 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
944 * tiling can be asymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
945 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
946 */ 859 */
947 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < array_length (tile_path); i++)
948 if (tile_map[i] == m) 861 if (tile_map[i] == m)
949 tile_map[i] = 0; 862 tile_map[i] = 0;
950} 863}
951 864
952void 865void
955 attachable::do_destroy (); 868 attachable::do_destroy ();
956 869
957 clear (); 870 clear ();
958} 871}
959 872
960/* 873/* decay and destroy perishable items in a map */
961 * Updates every button on the map (by calling update_button() for them). 874// TODO: should be done regularly, not on map load?
962 */
963void 875void
964maptile::update_buttons () 876maptile::do_decay_objects ()
965{ 877{
966 for (oblinkpt *obp = buttons; obp; obp = obp->next) 878 if (!spaces)
967 for (objectlink *ol = obp->link; ol; ol = ol->next) 879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
968 { 883 {
969 if (!ol->ob) 884 above = op->above;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
890 bool destroy = 0;
891
892 if (op->flag [FLAG_IS_FLOOR]
893 || op->flag [FLAG_OBJ_ORIGINAL]
894 || op->flag [FLAG_UNIQUE]
895 || op->flag [FLAG_OVERLAY_FLOOR]
896 || op->flag [FLAG_UNPAID]
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
970 { 900 {
971 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 901 op->stats.dam--;
972 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 902 if (op->stats.dam < 0)
973 continue; 903 destroy = 1;
974 } 904 }
975 905 else if (op->is_armor ())
976 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
977 { 906 {
978 update_button (ol->ob); 907 op->stats.ac--;
979 break; 908 if (op->stats.ac < 0)
909 destroy = 1;
980 } 910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 //|| (mat & M_ICE && temp > 32)
932 )
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
981 } 939 }
982} 940}
983 941
984/* 942/*
985 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
986 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
987 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
988 * 946 *
989 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
990 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
991 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
992 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
993 */ 951 */
994int 952int
995maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
996{ 954{
997 long monster_cnt = 0; 955 long monster_cnt = 0;
999 sint64 total_exp = 0; 957 sint64 total_exp = 0;
1000 958
1001 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1002 for (object *op = ms->bot; op; op = op->above) 960 for (object *op = ms->bot; op; op = op->above)
1003 { 961 {
1004 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
1005 { 963 {
1006 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
1007 monster_cnt++; 965 monster_cnt++;
1008 } 966 }
1009 967
1010 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
1011 { 969 {
1012 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1013 971
1014 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 972 if (archetype *at = op->other_arch)
973 {
1015 total_exp += at->clone.stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1016
1017 monster_cnt++; 975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1018 } 983 }
1019 } 984 }
1020 985
1021 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1022 987
1035 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1036 */ 1001 */
1037int 1002int
1038maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
1039{ 1004{
1040 int new_level = darkness + change;
1041
1042 /* Nothing to do */ 1005 /* Nothing to do */
1043 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
1044 return 0; 1007 return 0;
1045 1008
1046 /* inform all players on the map */ 1009 /* inform all players on the map */
1047 if (change > 0) 1010 if (change > 0)
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1049 else 1012 else
1050 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1051 1014
1052 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1053 * we need to be extra careful about negative values.
1054 * In general, the checks below are only needed if change
1055 * is not +/-1
1056 */
1057 if (new_level < 0)
1058 darkness = 0;
1059 else if (new_level >= MAX_DARKNESS)
1060 darkness = MAX_DARKNESS;
1061 else
1062 darkness = new_level;
1063 1016
1064 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1065 update_all_map_los (this); 1018 update_all_map_los (this);
1019
1066 return 1; 1020 return 1;
1067} 1021}
1068 1022
1069/* 1023/*
1070 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1071 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1072 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1073 * through, etc) 1027 * through, etc)
1074 */ 1028 */
1075void 1029void
1076mapspace::update_ () 1030mapspace::update_ ()
1077{ 1031{
1078 object *tmp, *last = 0; 1032 object *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1080 facetile *top, *floor, *middle; 1034 sint8 light = 0;
1081 object *top_obj, *floor_obj, *middle_obj;
1082 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1083 1040
1084 middle = blank_face; 1041 //object *middle = 0;
1085 top = blank_face; 1042 //object *top = 0;
1086 floor = blank_face; 1043 //object *floor = 0;
1044 // this seems to generate better code than using locals, above
1045 object *&top = faces_obj[0] = 0;
1046 object *&middle = faces_obj[1] = 0;
1047 object *&floor = faces_obj[2] = 0;
1087 1048
1088 middle_obj = 0; 1049 object::flags_t allflags; // all flags of all objects or'ed together
1089 top_obj = 0;
1090 floor_obj = 0;
1091 1050
1092 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1093 { 1052 {
1094 /* This could be made additive I guess (two lights better than 1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1095 * one). But if so, it shouldn't be a simple additive - 2
1096 * light bulbs do not illuminate twice as far as once since
1097 * it is a dissapation factor that is cubed.
1098 */
1099 if (tmp->glow_radius > light)
1100 light = tmp->glow_radius; 1054 light += tmp->glow_radius;
1101 1055
1102 /* This call is needed in order to update objects the player 1056 /* This call is needed in order to update objects the player
1103 * is standing in that have animations (ie, grass, fire, etc). 1057 * is standing in that have animations (ie, grass, fire, etc).
1104 * However, it also causes the look window to be re-drawn 1058 * However, it also causes the look window to be re-drawn
1105 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1106 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1107 * 1061 *
1108 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1109 */ 1063 */
1110 if (!tmp->invisible) 1064 if (expect_true (!tmp->invisible))
1111 { 1065 {
1112 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1066 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1113 {
1114 top = tmp->face;
1115 top_obj = tmp; 1067 top = tmp;
1116 } 1068 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1117 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 { 1069 {
1119 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1120 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1121 */ 1072 */
1122 middle = blank_face; 1073 middle = 0;
1123 top = blank_face; 1074 top = 0;
1124 floor = tmp->face;
1125 floor_obj = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1126 } 1078 }
1127 /* Flag anywhere have high priority */ 1079 else
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 { 1080 {
1130 middle = tmp->face; 1081 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1131 1086
1132 middle_obj = tmp; 1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1133 anywhere = 1; 1089 anywhere = tmp;
1090
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 {
1097 middle_visibility = ::faces [tmp->face].visibility;
1098 middle = tmp;
1099 }
1134 } 1100 }
1135 /* Find the highest visible face around. If equal
1136 * visibilities, we still want the one nearer to the
1137 * top
1138 */
1139 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1140 {
1141 middle = tmp->face;
1142 middle_obj = tmp;
1143 }
1144 }
1145
1146 if (tmp == tmp->above)
1147 {
1148 LOG (llevError, "Error in structure of map\n");
1149 exit (-1);
1150 } 1101 }
1151 1102
1152 move_slow |= tmp->move_slow; 1103 move_slow |= tmp->move_slow;
1153 move_block |= tmp->move_block; 1104 move_block |= tmp->move_block;
1154 move_on |= tmp->move_on; 1105 move_on |= tmp->move_on;
1155 move_off |= tmp->move_off; 1106 move_off |= tmp->move_off;
1156 move_allow |= tmp->move_allow; 1107 move_allow |= tmp->move_allow;
1157 1108
1158 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1109 allflags |= tmp->flag;
1159 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1110
1160 if (tmp->type == PLAYER) flags |= P_PLAYER; 1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
1161 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1162 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1163 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1164 } 1113 }
1165 1114
1166 this->light = light; 1115 // FLAG_SEE_ANYWHERE takes precedence
1116 if (anywhere)
1117 middle = anywhere;
1118
1119 // ORing all flags together and checking them here is much faster
1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1124
1125 this->light = min (light, MAX_LIGHT_RADIUS);
1167 this->flags_ = flags; 1126 this->flags_ = flags;
1168 this->move_block = move_block & ~move_allow; 1127 this->move_block = move_block & ~move_allow;
1169 this->move_on = move_on; 1128 this->move_on = move_on;
1170 this->move_off = move_off; 1129 this->move_off = move_off;
1171 this->move_slow = move_slow; 1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1172 1133
1173 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
1174 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
1175 * this point. 1136 * this point.
1176 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1177 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1178 * 1139 *
1179 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
1180 */ 1141 */
1181 1142
1182 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
1183 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1184 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1185 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1186 */ 1147 */
1187 if (top == middle) 1148 if (top == middle)
1188 middle = blank_face; 1149 middle = 0;
1189 1150
1190 /* There are three posibilities at this point: 1151 /* There are three posibilities at this point:
1191 * 1) top face is set, need middle to be set. 1152 * 1) top face is set, need middle to be set.
1192 * 2) middle is set, need to set top. 1153 * 2) middle is set, need to set top.
1193 * 3) neither middle or top is set - need to set both. 1154 * 3) neither middle or top is set - need to set both.
1194 */ 1155 */
1195 1156
1196 for (tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
1197 { 1158 {
1198 /* Once we get to a floor, stop, since we already have a floor object */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
1199 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
1200 break; 1161 break;
1201 1162
1202 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1203 if ((top != blank_face) && (middle != blank_face)) 1164 if (top && middle)
1204 break; 1165 break;
1205 1166
1206 /* Only show visible faces */ 1167 /* Only show visible faces */
1207 if (!tmp->invisible) 1168 if (!tmp->invisible)
1208 { 1169 {
1209 /* Fill in top if needed */ 1170 /* Fill in top if needed */
1210 if (top == blank_face) 1171 if (!top)
1211 { 1172 {
1212 top = tmp->face;
1213 top_obj = tmp; 1173 top = tmp;
1214 if (top == middle) 1174 if (top == middle)
1215 middle = blank_face; 1175 middle = 0;
1216 } 1176 }
1217 else 1177 else
1218 { 1178 {
1219 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1220 * middle is not set 1180 * middle is not set
1221 * 1181 *
1222 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1223 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1224 * 1184 *
1225 */ 1185 */
1226 if (tmp->face != top) 1186 if (tmp != top)
1227 { 1187 {
1228 middle = tmp->face;
1229 middle_obj = tmp; 1188 middle = tmp;
1230 break; 1189 break;
1231 } 1190 }
1232 } 1191 }
1233 } 1192 }
1234 } 1193 }
1235 1194
1236 if (middle == floor) 1195 if (middle == floor)
1237 middle = blank_face; 1196 middle = 0;
1238 1197
1239 if (top == middle) 1198 if (top == middle)
1240 middle = blank_face; 1199 middle = 0;
1241 1200
1242 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1201 // set lower map transparent floor flag if applicable
1243 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1244 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1245}
1246
1247uint64
1248mapspace::volume () const
1249{
1250 uint64 vol = 0;
1251
1252 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1253 vol += op->volume ();
1254
1255 return vol;
1256}
1257
1258/* this updates the orig_map->tile_map[tile_num] value after finding
1259 * the map. It also takes care of linking back the freshly found
1260 * maps tile_map values if it tiles back to this one. It returns
1261 * the value of orig_map->tile_map[tile_num].
1262 */
1263static inline maptile *
1264find_and_link (maptile *orig_map, int tile_num)
1265{
1266 maptile *mp = orig_map->tile_map [tile_num];
1267
1268 if (!mp)
1269 { 1203 {
1270 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map); 1204 floor->set_anim_frame (0);
1271 1205
1272 if (!mp) 1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1273 { 1207 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1208 mapspace &ms = m->at (floor->x, floor->y);
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1209 ms.update ();
1276 &orig_map->tile_path[tile_num], &orig_map->path); 1210
1277 mp = new maptile (1, 1); 1211 if (object *floor2 = ms.faces_obj [2])
1278 mp->alloc (); 1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1279 mp->in_memory = MAP_IN_MEMORY; 1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1219
1220 ms.pflags |= PF_VIS_UP;
1280 } 1221 }
1281 } 1222 }
1282 1223
1283 int dest_tile = (tile_num + 2) % 4; 1224#if 0
1225 faces_obj [0] = top;
1226 faces_obj [1] = middle;
1227 faces_obj [2] = floor;
1228#endif
1229}
1284 1230
1285 orig_map->tile_map [tile_num] = mp; 1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
1286 1237
1287 // optimisation: back-link map to origin map if euclidean 1238 pflags &= ~PF_VIS_UP;
1288 //TODO: non-euclidean maps MUST GO
1289 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1290 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1291 1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1245maptile *
1246maptile::tile_available (int dir, bool load)
1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1252 if (tile_path [dir])
1253 {
1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1286 return tile_map [dir] = m;
1287 }
1288 }
1289
1292 return mp; 1290 return 0;
1293}
1294
1295static inline void
1296load_and_link (maptile *orig_map, int tile_num)
1297{
1298 find_and_link (orig_map, tile_num)->load_sync ();
1299} 1291}
1300 1292
1301/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1302 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1303 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1304 * This is the function should always be used when it 1296 * This is the function should always be used when it
1305 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1306 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1307 * tiled maps. 1299 * tiled maps.
1308 */ 1300 */
1309int 1301int
1310out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1311{ 1303{
1316 if (!m) 1308 if (!m)
1317 return 0; 1309 return 0;
1318 1310
1319 if (x < 0) 1311 if (x < 0)
1320 { 1312 {
1321 if (!m->tile_path[3]) 1313 if (!m->tile_available (TILE_WEST))
1322 return 1; 1314 return 1;
1323 1315
1324 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1325 find_and_link (m, 3);
1326
1327 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1328 } 1317 }
1329 1318
1330 if (x >= m->width) 1319 if (x >= m->width)
1331 { 1320 {
1332 if (!m->tile_path[1]) 1321 if (!m->tile_available (TILE_EAST))
1333 return 1; 1322 return 1;
1334 1323
1335 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1336 find_and_link (m, 1);
1337
1338 return out_of_map (m->tile_map[1], x - m->width, y); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1339 } 1325 }
1340 1326
1341 if (y < 0) 1327 if (y < 0)
1342 { 1328 {
1343 if (!m->tile_path[0]) 1329 if (!m->tile_available (TILE_NORTH))
1344 return 1; 1330 return 1;
1345 1331
1346 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1347 find_and_link (m, 0);
1348
1349 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1350 } 1333 }
1351 1334
1352 if (y >= m->height) 1335 if (y >= m->height)
1353 { 1336 {
1354 if (!m->tile_path[2]) 1337 if (!m->tile_available (TILE_SOUTH))
1355 return 1; 1338 return 1;
1356 1339
1357 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1358 find_and_link (m, 2);
1359
1360 return out_of_map (m->tile_map[2], x, y - m->height); 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1361 } 1341 }
1362 1342
1363 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1364 * map. 1344 * map.
1365 */ 1345 */
1367} 1347}
1368 1348
1369/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1370 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1371 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1372 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1373 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1374 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1375 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1376 */ 1356 */
1377maptile * 1357maptile *
1378maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1379{ 1359{
1380 if (x < 0) 1360 if (x < 0)
1381 { 1361 {
1382 if (!tile_path[3]) 1362 if (!tile_available (TILE_WEST))
1383 return 0; 1363 return 0;
1384 1364
1385 find_and_link (this, 3);
1386 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1387 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1388 } 1367 }
1389 1368
1390 if (x >= width) 1369 if (x >= width)
1391 { 1370 {
1392 if (!tile_path[1]) 1371 if (!tile_available (TILE_EAST))
1393 return 0; 1372 return 0;
1394 1373
1395 find_and_link (this, 1);
1396 x -= width; 1374 x -= width;
1397 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1398 } 1376 }
1399 1377
1400 if (y < 0) 1378 if (y < 0)
1401 { 1379 {
1402 if (!tile_path[0]) 1380 if (!tile_available (TILE_NORTH))
1403 return 0; 1381 return 0;
1404 1382
1405 find_and_link (this, 0);
1406 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1407 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1408 } 1385 }
1409 1386
1410 if (y >= height) 1387 if (y >= height)
1411 { 1388 {
1412 if (!tile_path[2]) 1389 if (!tile_available (TILE_SOUTH))
1413 return 0; 1390 return 0;
1414 1391
1415 find_and_link (this, 2);
1416 y -= height; 1392 y -= height;
1417 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1418 } 1394 }
1419 1395
1420 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1421 * map. 1397 * map.
1422 */ 1398 */
1426/** 1402/**
1427 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1428 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1429 */ 1405 */
1430int 1406int
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1432{ 1408{
1433 if (!map1 || !map2) 1409 if (!map1 || !map2)
1434 return 0; 1410 return 0;
1435 1411
1436 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1437 //fix: compare paths instead (this is likely faster, too!) 1413 //fix: compare paths instead (this is likely faster, too!)
1438 if (map1 == map2) 1414 if (map1 == map2)
1439 { 1415 {
1440 *dx = 0; 1416 *dx = 0;
1441 *dy = 0; 1417 *dy = 0;
1442 } 1418 }
1443 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1444 { /* up */ 1420 {
1445 *dx = 0; 1421 *dx = 0;
1446 *dy = -map2->height; 1422 *dy = -map2->height;
1447 } 1423 }
1448 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1449 { /* right */ 1425 {
1450 *dx = map1->width; 1426 *dx = map1->width;
1451 *dy = 0; 1427 *dy = 0;
1452 } 1428 }
1453 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1454 { /* down */ 1430 {
1455 *dx = 0; 1431 *dx = 0;
1456 *dy = map1->height; 1432 *dy = map1->height;
1457 } 1433 }
1458 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1459 { /* left */ 1435 {
1460 *dx = -map2->width; 1436 *dx = -map2->width;
1461 *dy = 0; 1437 *dy = 0;
1462 } 1438 }
1463 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1464 { /* up right */ 1440 { /* up right */
1465 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1466 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1467 } 1443 }
1468 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1469 { /* up left */ 1445 { /* up left */
1470 *dx = -map2->width; 1446 *dx = -map2->width;
1471 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1472 } 1448 }
1473 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1474 { /* right up */ 1450 { /* right up */
1475 *dx = map1->width; 1451 *dx = +map1->width;
1476 *dy = -map2->height; 1452 *dy = -map2->height;
1477 } 1453 }
1478 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1479 { /* right down */ 1455 { /* right down */
1480 *dx = map1->width; 1456 *dx = +map1->width;
1481 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1482 } 1458 }
1483 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1484 { /* down right */ 1460 { /* down right */
1485 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1486 *dy = map1->height; 1462 *dy = +map1->height;
1487 } 1463 }
1488 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1489 { /* down left */ 1465 { /* down left */
1490 *dx = -map2->width; 1466 *dx = -map2->width;
1491 *dy = map1->height; 1467 *dy = +map1->height;
1492 } 1468 }
1493 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1494 { /* left up */ 1470 { /* left up */
1495 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1496 *dy = -map2->height; 1472 *dy = -map2->height;
1497 } 1473 }
1498 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1499 { /* left down */ 1475 { /* left down */
1500 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1501 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1502 } 1478 }
1503 else 1479 else
1504 return 0; 1480 return 0;
1505 1481
1506 return 1; 1482 return 1;
1529 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
1530 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1531 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1532 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1533 * monster that is closest. 1509 * monster that is closest.
1534 * 1510 *
1535 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1536 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1537 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1538 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1539 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1542 * 1518 *
1543 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
1544 * closest body part of 'op1' 1520 * closest body part of 'op1'
1545 */ 1521 */
1546void 1522void
1547get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1548{ 1524{
1549 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1550 { 1526 {
1551 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
1552 retval->distance = 10000; 1528 retval->distance = 10000;
1553 retval->distance_x = 10000; 1529 retval->distance_x = 10000;
1554 retval->distance_y = 10000; 1530 retval->distance_y = 10000;
1555 retval->direction = 0; 1531 retval->direction = 0;
1556 retval->part = 0; 1532 retval->part = 0;
1557 } 1533 }
1558 else 1534 else
1559 { 1535 {
1560 object *best;
1561
1562 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
1563 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
1564 1538
1565 best = op1; 1539 object *best = op1;
1540
1566 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1567 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
1568 { 1543 {
1569 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
1570 1545
1571 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1572 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1573 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1574 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1575 * below works. 1550 * below works.
1576 */ 1551 */
1577 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1578 { 1553 {
1579 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1580 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
1581 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1582 { 1557 {
1583 best_distance = tmpi; 1558 best_distance = tmpi;
1584 best = tmp; 1559 best = tmp;
1585 } 1560 }
1586 } 1561 }
1587 1562
1588 if (best != op1) 1563 if (best != op1)
1589 { 1564 {
1590 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1591 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1592 } 1567 }
1593 } 1568 }
1594 1569
1595 retval->part = best; 1570 retval->part = best;
1596 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1597 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1598 } 1573 }
1599} 1574}
1600 1575
1601/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1602 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1603 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1604 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
1605 * the path, we need this. 1580 * the path, we need this.
1606 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1607 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1608 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1609 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1610 */ 1585 */
1611void 1586void
1612get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1613{ 1588{
1614 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1615 { 1590 {
1616 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1617 retval->distance = 100000; 1592 retval->distance = 100000;
1618 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
1619 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
1620 retval->direction = 0; 1595 retval->direction = 0;
1621 retval->part = 0; 1596 retval->part = 0;
1622 } 1597 }
1623 else 1598 else
1624 { 1599 {
1625 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1626 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1627 1602
1628 retval->part = NULL; 1603 retval->part = 0;
1629 retval->distance = idistance (retval->distance_x, retval->distance_y); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1630 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1631 } 1606 }
1632} 1607}
1633 1608
1634/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1635 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
1645 int dx, dy; 1620 int dx, dy;
1646 1621
1647 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
1648} 1623}
1649 1624
1625//-GPL
1626
1650object * 1627object *
1651maptile::insert (object *op, int x, int y, object *originator, int flags) 1628maptile::insert (object *op, int x, int y, object *originator, int flags)
1652{ 1629{
1653 if (!op->flag [FLAG_REMOVED])
1654 op->remove ();
1655
1656 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1657} 1631}
1658 1632
1659region * 1633region *
1660maptile::region (int x, int y) const 1634maptile::region (int x, int y) const
1669 return default_region; 1643 return default_region;
1670 1644
1671 return ::region::default_region (); 1645 return ::region::default_region ();
1672} 1646}
1673 1647
1648//+GPL
1674 1649
1650/* picks a random object from a style map.
1651 */
1652object *
1653maptile::pick_random_object (rand_gen &gen) const
1654{
1655 /* while returning a null object will result in a crash, that
1656 * is actually preferable to an infinite loop. That is because
1657 * most servers will automatically restart in case of crash.
1658 * Change the logic on getting the random space - shouldn't make
1659 * any difference, but this seems clearer to me.
1660 */
1661 for (int i = 1000; --i;)
1662 {
1663 object *pick = at (gen (width), gen (height)).bot;
1664
1665 // must be head: do not prefer big monsters just because they are big.
1666 if (pick && pick->is_head ())
1667 return pick;
1668 }
1669
1670 // instead of crashing in the unlikely(?) case, try to return *something*
1671 return archetype::find (shstr_bug);
1672}
1673
1674//-GPL
1675
1676void
1677maptile::play_sound (faceidx sound, int x, int y) const
1678{
1679 if (!sound)
1680 return;
1681
1682 for_all_players_on_map (pl, this)
1683 if (client *ns = pl->ns)
1684 {
1685 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y;
1687
1688 int distance = idistance (dx, dy);
1689
1690 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy);
1692 }
1693}
1694
1695void
1696maptile::say_msg (const char *msg, int x, int y) const
1697{
1698 for_all_players (pl)
1699 if (client *ns = pl->ns)
1700 {
1701 int dx = x - pl->ob->x;
1702 int dy = y - pl->ob->y;
1703
1704 int distance = idistance (dx, dy);
1705
1706 if (distance <= MAX_SOUND_DISTANCE)
1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1708 }
1709}
1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1713static void
1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1715{
1716 // clip to map to the left
1717 if (x0 < 0)
1718 {
1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1721
1722 if (x1 < 0) // entirely to the left
1723 return;
1724
1725 x0 = 0;
1726 }
1727
1728 // clip to map to the right
1729 if (x1 > m->width)
1730 {
1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733
1734 if (x0 >= m->width) // entirely to the right
1735 return;
1736
1737 x1 = m->width;
1738 }
1739
1740 // clip to map to the north
1741 if (y0 < 0)
1742 {
1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745
1746 if (y1 < 0) // entirely to the north
1747 return;
1748
1749 y0 = 0;
1750 }
1751
1752 // clip to map to the south
1753 if (y1 > m->height)
1754 {
1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757
1758 if (y0 >= m->height) // entirely to the south
1759 return;
1760
1761 y1 = m->height;
1762 }
1763
1764 // if we get here, the rect is within the current map
1765 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1766
1767 r->m = m;
1768 r->x0 = x0;
1769 r->y0 = y0;
1770 r->x1 = x1;
1771 r->y1 = y1;
1772 r->dx = dx;
1773 r->dy = dy;
1774}
1775
1776maprect *
1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778{
1779 buf.clear ();
1780
1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1782
1783 // add end marker
1784 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1785 r->m = 0;
1786
1787 return (maprect *)buf.linearise ();
1788}
1789

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