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Comparing deliantra/server/common/map.C (file contents):
Revision 1.97 by root, Sat Mar 17 21:13:21 2007 UTC vs.
Revision 1.208 by root, Sat May 7 10:50:35 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30//+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 31
48/* 32sint8 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 33
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
167 return 0; 96 return 0;
168 97
169 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
175 */ 104 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 106 return 0;
178 107
179 if (ob->head != NULL)
180 ob = ob->head; 108 ob = ob->head_ ();
181 109
182 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
186 */ 114 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
188 { 116 {
189 117 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 { 118 {
193 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
195 * pass through this space. 121 return 1;
196 */ 122 else
197 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
198 { 126 {
199 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
200 return 1; 131 return 1;
201 else 132 }
202 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
203 } 142 }
204 else 143 else
205 { 144 return 1; // unconditional block
206 /* In this case, the player must not have the object - 145
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 146 } else {
216 { 147 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 149 // blocks anything
219 * movement, can't move here. 150
220 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 152 && tmp->type != DOOR
222 */ 153 && 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; 154 return 1;
228 } 155 }
229
230 } 156 }
157
231 return 0; 158 return 0;
232} 159}
233 160
234/* 161/*
235 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
240 * 167 *
241 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
242 * 169 *
243 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
255 * 182 *
256 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
258 * against the move_block values. 185 * against the move_block values.
259 */ 186 */
260int 187bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
262{ 189{
263 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
277 193
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
279 { 195 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 196
282 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 198
284 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 200 return 1;
286 201
287 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
288 203 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 205 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 207 continue;
296 208
297 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
299 */ 211 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
301 return P_NO_PASS; 213 return 1;
302 } 214 }
303 215
304 return 0; 216 return 0;
305} 217}
306 218
307/* When the map is loaded, load_object does not actually insert objects 219//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 220
335void 221void
336maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
337{ 223{
338 if (!spaces) 224 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
344} 230}
345 231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
259
346/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 264 */
352void 265void
353maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
354{ 267{
355 if (!spaces) 268 if (!spaces)
356 return; 269 return;
357 270
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 272 {
273 object *op = ms->bot;
274 while (op)
360 { 275 {
361 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 277 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 { 278 {
373 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
374 281
375 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 284 // 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); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
390 } 289 }
290 else
291 op = op->above;
391 } 292 }
392 } 293 }
393} 294}
295
296//-GPL
394 297
395/* 298/*
396 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 300 * file pointer.
398 */ 301 */
399bool 302bool
400maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
401{ 304{
402 for (;;) 305 for (;;)
403 { 306 {
404 coroapi::cede_every (1000); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
405 308
406 switch (f.kw) 309 switch (f.kw)
407 { 310 {
408 case KW_arch: 311 case KW_arch:
409 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
410 { 313 {
314 // TODO: why?
411 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
412 sum_weight (op); 318 op->update_weight ();
319 }
413 320
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 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 }
415 } 344 }
416 345
417 continue; 346 continue;
418 347
419 case KW_EOF: 348 case KW_EOF:
432} 361}
433 362
434void 363void
435maptile::activate () 364maptile::activate ()
436{ 365{
437 if (!spaces) 366 if (state != MAP_INACTIVE)
438 return; 367 return;
439 368
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
443} 376}
444 377
445void 378void
446maptile::deactivate () 379maptile::deactivate ()
447{ 380{
448 if (!spaces) 381 if (state != MAP_ACTIVE)
449 return; 382 return;
450 383
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
454} 389}
455 390
456bool 391bool
457maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
458{ 393{
459 coroapi::cede (); 394 coroapi::cede_to_tick ();
460 395
461 if (flags & IO_HEADER) 396 if (flags & IO_HEADER)
462 _save_header (f); 397 _save_header (f);
463 398
464 if (!spaces) 399 if (!spaces)
465 return false; 400 return false;
466 401
467 for (int i = 0; i < size (); ++i) 402 for (int i = 0; i < size (); ++i)
468 { 403 {
469#if 0 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
472 if (cede_count >= 500)
473 {
474 cede_count = 0;
475 coroapi::cede ();
476 }
477#endif
478
479 int unique = 0; 404 bool unique = 0;
405
480 for (object *op = spaces [i].bot; op; op = op->above) 406 for (object *op = spaces [i].bot; op; op = op->above)
481 { 407 {
482 // count per-object, but cede only when modification-safe
483 cede_count++;
484
485 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 408 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
486 unique = 1;
487 409
488 if (!op->can_map_save ()) 410 if (expect_false (!op->can_map_save ()))
489 continue; 411 continue;
490 412
491 if (unique || op->flag [FLAG_UNIQUE]) 413 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
492 { 414 {
493 if (flags & IO_UNIQUES) 415 if (flags & IO_UNIQUES)
494 op->write (f); 416 op->write (f);
495 } 417 }
496 else if (flags & IO_OBJECTS) 418 else if (expect_true (flags & IO_OBJECTS))
497 op->write (f); 419 op->write (f);
498 } 420 }
499 } 421 }
500 422
501 coroapi::cede (); 423 coroapi::cede_to_tick ();
502 424
503 return true; 425 return true;
504}
505
506bool
507maptile::_load_objects (const char *path, bool skip_header)
508{
509 object_thawer f (path);
510
511 if (!f)
512 return false;
513
514 f.next ();
515
516 if (skip_header)
517 for (;;)
518 {
519 keyword kw = f.kw;
520 f.skip ();
521 if (kw == KW_end)
522 break;
523 }
524
525 return _load_objects (f);
526} 426}
527 427
528bool 428bool
529maptile::_save_objects (const char *path, int flags) 429maptile::_save_objects (const char *path, int flags)
530{ 430{
534 return false; 434 return false;
535 435
536 return freezer.save (path); 436 return freezer.save (path);
537} 437}
538 438
539maptile::maptile () 439void
440maptile::init ()
540{ 441{
541 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
542 443
543 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
544 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
545 */ 446 */
546 width = 16; 447 width = 16;
547 height = 16; 448 height = 16;
548 timeout = 300; 449 timeout = 300;
549 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
550 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
551}
552
553maptile::maptile (int w, int h)
554{
555 in_memory = MAP_SWAPPED;
556
557 width = w;
558 height = h;
559 reset_timeout = 0; 452 reset_timeout = 0;
560 timeout = 300;
561 enter_x = 0; 453 enter_x = 0;
562 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
563 468
564 alloc (); 469 alloc ();
565} 470}
566 471
567/* 472/*
575 if (spaces) 480 if (spaces)
576 return; 481 return;
577 482
578 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
579} 484}
485
486//+GPL
580 487
581/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
582 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
583 * at a later date. 490 * at a later date.
584 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
661 return items; 568 return items;
662} 569}
663 570
664/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
665 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
666static void 573static const char *
667print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
668{ 575{
669 int i; 576 static dynbuf_text buf; buf.clear ();
670 char tmp[MAX_BUF]; 577 bool first = true;
671 578
672 strcpy (output_string, "");
673 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
674 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
675 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
676 { 587 {
677 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
678 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
679 else 590 else
680 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
681 } 592 }
682 else 593 else
683 { 594 {
684 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
685 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
686 else 597 else
687 sprintf (tmp, "*"); 598 buf.printf ("*");
688 } 599 }
689
690 strcat (output_string, tmp);
691 } 600 }
601
602 return buf;
692} 603}
604
605//-GPL
693 606
694/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
695 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
696 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
697 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
705bool 618bool
706maptile::_load_header (object_thawer &thawer) 619maptile::_load_header (object_thawer &thawer)
707{ 620{
708 for (;;) 621 for (;;)
709 { 622 {
710 keyword kw = thawer.get_kv ();
711
712 switch (kw) 623 switch (thawer.kw)
713 { 624 {
714 case KW_msg: 625 case KW_msg:
715 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
716 break; 627 break;
717 628
718 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
719 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
720 break; 631 break;
721 632
722 case KW_maplore: 633 case KW_maplore:
723 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
740 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
741 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
742 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
743 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
744 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
745 case KW_temp: thawer.get (temp); break;
746 case KW_pressure: thawer.get (pressure); break;
747 case KW_humid: thawer.get (humid); break;
748 case KW_windspeed: thawer.get (windspeed); break;
749 case KW_winddir: thawer.get (winddir); break;
750 case KW_sky: thawer.get (sky); break;
751 656
752 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
753 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
754 661
755 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
756 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
757 664
758 // old names new names 665 // old names new names
759 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
760 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
768 675
769 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
770 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
771 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
772 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
682
683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value);
685 break;
773 686
774 case KW_end: 687 case KW_end:
688 thawer.next ();
775 return true; 689 return true;
776 690
777 default: 691 default:
778 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
779 return false; 693 return false;
780 break; 694 break;
781 } 695 }
696
697 thawer.next ();
782 } 698 }
783 699
784 abort (); 700 abort ();
785} 701}
786 702
787bool 703//+GPL
788maptile::_load_header (const char *path)
789{
790 object_thawer thawer (path);
791
792 if (!thawer)
793 return false;
794
795 return _load_header (thawer);
796}
797 704
798/****************************************************************************** 705/******************************************************************************
799 * This is the start of unique map handling code 706 * This is the start of unique map handling code
800 *****************************************************************************/ 707 *****************************************************************************/
801 708
808 int unique = 0; 715 int unique = 0;
809 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
810 { 717 {
811 object *above = op->above; 718 object *above = op->above;
812 719
813 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
814 unique = 1; 721 unique = 1;
815 722
816 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
817 {
818 op->destroy_inv (false);
819 op->destroy (); 724 op->destroy ();
820 }
821 725
822 op = above; 726 op = above;
823 } 727 }
824 } 728 }
825} 729}
826 730
731//-GPL
732
827bool 733bool
828maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
829{ 735{
830#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
831#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
832 738
833 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
834 740
835 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
836 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
837 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
838 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
839 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
840 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
841
842 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
843 750
844 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
845 {
846 char shop[MAX_BUF];
847 print_shop_string (this, shop);
848 MAP_OUT2 (shopitems, shop);
849 }
850
851 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
852 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
853 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
854 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
855 MAP_OUT (darkness); 756
856 MAP_OUT (width); 757 MAP_OUT (width);
857 MAP_OUT (height); 758 MAP_OUT (height);
858 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
859 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
860 761 MAP_OUT (darkness);
861 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
862 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
863
864 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
865 MAP_OUT (temp); 763
866 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
867 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
868 MAP_OUT (windspeed);
869 MAP_OUT (winddir);
870 MAP_OUT (sky);
871 766
872 MAP_OUT (per_player); 767 MAP_OUT (per_player);
873 MAP_OUT (per_party); 768 MAP_OUT (per_party);
874 769
875 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
876 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
877 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
878 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
879 776
880 freezer.put (this); 777 freezer.put (this);
881 freezer.put (KW_end); 778 freezer.put (KW(end));
882 779
883 return true; 780 return true;
884} 781}
885 782
886bool 783bool
892 return false; 789 return false;
893 790
894 return freezer.save (path); 791 return freezer.save (path);
895} 792}
896 793
794//+GPL
795
897/* 796/*
898 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
899 */ 798 */
900void 799void
901maptile::clear () 800maptile::clear ()
902{ 801{
903 sfree (regions, size ()), regions = 0;
904 free (regionmap), regionmap = 0;
905
906 if (spaces) 802 if (spaces)
907 { 803 {
908 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
909 while (object *op = ms->bot) 805 while (object *op = ms->bot)
910 { 806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
813 object *head = op->head_ ();
911 if (op->head) 814 if (op == head)
912 op = op->head;
913
914 op->destroy_inv (false);
915 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
916 } 821 }
917 822
918 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
919 } 824 }
920 825
921 if (buttons) 826 if (buttons)
922 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
923} 831}
924 832
925void 833void
926maptile::clear_header () 834maptile::clear_header ()
927{ 835{
929 msg = 0; 837 msg = 0;
930 maplore = 0; 838 maplore = 0;
931 shoprace = 0; 839 shoprace = 0;
932 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
933 841
934 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
935 tile_path [i] = 0; 843 tile_path [i] = 0;
936} 844}
937 845
938maptile::~maptile () 846maptile::~maptile ()
939{ 847{
946 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
947 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
948 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
949 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
950 */ 858 */
951 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
952 if (tile_map[i] == m) 860 if (tile_map[i] == m)
953 tile_map[i] = 0; 861 tile_map[i] = 0;
954} 862}
955 863
956void 864void
959 attachable::do_destroy (); 867 attachable::do_destroy ();
960 868
961 clear (); 869 clear ();
962} 870}
963 871
964/* 872/* decay and destroy perishable items in a map */
965 * Updates every button on the map (by calling update_button() for them). 873// TODO: should be done regularly, not on map load?
966 */
967void 874void
968maptile::update_buttons () 875maptile::do_decay_objects ()
969{ 876{
970 for (oblinkpt *obp = buttons; obp; obp = obp->next) 877 if (!spaces)
971 for (objectlink *ol = obp->link; ol; ol = ol->next) 878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
972 { 882 {
973 if (!ol->ob) 883 above = op->above;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
889 bool destroy = 0;
890
891 if (op->flag [FLAG_IS_FLOOR]
892 || op->flag [FLAG_OBJ_ORIGINAL]
893 || op->flag [FLAG_UNIQUE]
894 || op->flag [FLAG_OVERLAY_FLOOR]
895 || op->flag [FLAG_UNPAID]
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
974 { 899 {
975 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 900 op->stats.dam--;
976 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 901 if (op->stats.dam < 0)
977 continue; 902 destroy = 1;
978 } 903 }
979 904 else if (op->is_armor ())
980 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
981 { 905 {
982 update_button (ol->ob); 906 op->stats.ac--;
983 break; 907 if (op->stats.ac < 0)
908 destroy = 1;
984 } 909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 //|| (mat & M_ICE && temp > 32)
931 )
932 destroy = 1;
933 }
934
935 /* adjust overall chance below */
936 if (destroy && rndm (0, 1))
937 op->destroy ();
985 } 938 }
986} 939}
987 940
988/* 941/*
989 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
990 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
991 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
992 * 945 *
993 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
994 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
995 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
996 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
997 */ 950 */
998int 951int
999maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1000{ 953{
1001 long monster_cnt = 0; 954 long monster_cnt = 0;
1003 sint64 total_exp = 0; 956 sint64 total_exp = 0;
1004 957
1005 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1006 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
1007 { 960 {
1008 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
1009 { 962 {
1010 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
1011 monster_cnt++; 964 monster_cnt++;
1012 } 965 }
1013 966
1014 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
1015 { 968 {
1016 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1017 970
1018 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1019 total_exp += at->clone.stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1020
1021 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1022 } 982 }
1023 } 983 }
1024 984
1025 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1026 986
1039 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1040 */ 1000 */
1041int 1001int
1042maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1043{ 1003{
1044 int new_level = darkness + change;
1045
1046 /* Nothing to do */ 1004 /* Nothing to do */
1047 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1048 return 0; 1006 return 0;
1049 1007
1050 /* inform all players on the map */ 1008 /* inform all players on the map */
1051 if (change > 0) 1009 if (change > 0)
1052 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1053 else 1011 else
1054 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1055 1013
1056 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1057 * we need to be extra careful about negative values.
1058 * In general, the checks below are only needed if change
1059 * is not +/-1
1060 */
1061 if (new_level < 0)
1062 darkness = 0;
1063 else if (new_level >= MAX_DARKNESS)
1064 darkness = MAX_DARKNESS;
1065 else
1066 darkness = new_level;
1067 1015
1068 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1069 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1070 return 1; 1019 return 1;
1071} 1020}
1072 1021
1073/* 1022/*
1074 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1077 * through, etc) 1026 * through, etc)
1078 */ 1027 */
1079void 1028void
1080mapspace::update_ () 1029mapspace::update_ ()
1081{ 1030{
1082 object *tmp, *last = 0; 1031 object *last = 0;
1083 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1084 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1085 1039
1086 //object *middle = 0; 1040 //object *middle = 0;
1087 //object *top = 0; 1041 //object *top = 0;
1088 //object *floor = 0; 1042 //object *floor = 0;
1089 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1090 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1091 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1092 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1093 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1094 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1095 { 1051 {
1096 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1097 * one). But if so, it shouldn't be a simple additive - 2
1098 * light bulbs do not illuminate twice as far as once since
1099 * it is a dissapation factor that is cubed.
1100 */
1101 if (tmp->glow_radius > light)
1102 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1103 1054
1104 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1105 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1106 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1107 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1108 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1109 * 1060 *
1110 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1111 */ 1062 */
1112 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1113 { 1064 {
1114 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1115 top = tmp; 1066 top = tmp;
1116 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1117 { 1068 {
1118 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1119 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1120 */ 1071 */
1121 middle = 0; 1072 middle = 0;
1122 top = 0; 1073 top = 0;
1123 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1124 } 1077 }
1125 /* Flag anywhere have high priority */ 1078 else
1126 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1127 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1128 middle = tmp; 1097 middle = tmp;
1129 anywhere = 1; 1098 }
1130 } 1099 }
1131 /* Find the highest visible face around. If equal
1132 * visibilities, we still want the one nearer to the
1133 * top
1134 */
1135 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1136 middle = tmp;
1137 }
1138
1139 if (tmp == tmp->above)
1140 {
1141 LOG (llevError, "Error in structure of map\n");
1142 exit (-1);
1143 } 1100 }
1144 1101
1145 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1146 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1147 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1148 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1149 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1150 1107
1151 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1152 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1153 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1154 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1155 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1156 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1157 } 1112 }
1158 1113
1159 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1160 this->flags_ = flags; 1125 this->flags_ = flags;
1161 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1162 this->move_on = move_on; 1127 this->move_on = move_on;
1163 this->move_off = move_off; 1128 this->move_off = move_off;
1164 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1165 1132
1166 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1167 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1168 * this point. 1135 * this point.
1169 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1184 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1185 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1186 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1187 */ 1154 */
1188 1155
1189 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1190 { 1157 {
1191 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1192 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1193 break; 1160 break;
1194 1161
1195 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1196 if (top && middle) 1163 if (top && middle)
1197 break; 1164 break;
1235 faces_obj [1] = middle; 1202 faces_obj [1] = middle;
1236 faces_obj [2] = floor; 1203 faces_obj [2] = floor;
1237#endif 1204#endif
1238} 1205}
1239 1206
1240uint64 1207maptile *
1241mapspace::volume () const 1208maptile::tile_available (int dir, bool load)
1242{ 1209{
1243 uint64 vol = 0; 1210 if (tile_path[dir])
1244
1245 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1246 vol += op->volume ();
1247
1248 return vol;
1249}
1250
1251/* this updates the orig_map->tile_map[tile_num] value after finding
1252 * the map. It also takes care of linking back the freshly found
1253 * maps tile_map values if it tiles back to this one. It returns
1254 * the value of orig_map->tile_map[tile_num].
1255 */
1256static inline maptile *
1257find_and_link (maptile *orig_map, int tile_num)
1258{
1259 maptile *mp = orig_map->tile_map [tile_num];
1260
1261 if (!mp)
1262 {
1263 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1264
1265 if (!mp)
1266 {
1267 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1268 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1269 &orig_map->tile_path[tile_num], &orig_map->path);
1270 mp = new maptile (1, 1);
1271 mp->alloc ();
1272 mp->in_memory = MAP_IN_MEMORY;
1273 }
1274 } 1211 {
1212 // map is there and we don't need to load it OR it's loaded => return what we have
1213 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1214 return tile_map[dir];
1275 1215
1276 int dest_tile = (tile_num + 2) % 4; 1216 // well, try to locate it then, if possible - maybe it's there already
1217 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1218 return tile_map[dir];
1219 }
1277 1220
1278 orig_map->tile_map [tile_num] = mp;
1279
1280 // optimisation: back-link map to origin map if euclidean
1281 //TODO: non-euclidean maps MUST GO
1282 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1283 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1284
1285 return mp; 1221 return 0;
1286}
1287
1288static inline void
1289load_and_link (maptile *orig_map, int tile_num)
1290{
1291 find_and_link (orig_map, tile_num)->load_sync ();
1292} 1222}
1293 1223
1294/* this returns TRUE if the coordinates (x,y) are out of 1224/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1225 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1226 * tiling considerations, loading adjacant maps as needed.
1309 if (!m) 1239 if (!m)
1310 return 0; 1240 return 0;
1311 1241
1312 if (x < 0) 1242 if (x < 0)
1313 { 1243 {
1314 if (!m->tile_path[3]) 1244 if (!m->tile_available (3))
1315 return 1; 1245 return 1;
1316 1246
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 find_and_link (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1247 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1248 }
1322 1249
1323 if (x >= m->width) 1250 if (x >= m->width)
1324 { 1251 {
1325 if (!m->tile_path[1]) 1252 if (!m->tile_available (1))
1326 return 1; 1253 return 1;
1327 1254
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 find_and_link (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y); 1255 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1256 }
1333 1257
1334 if (y < 0) 1258 if (y < 0)
1335 { 1259 {
1336 if (!m->tile_path[0]) 1260 if (!m->tile_available (0))
1337 return 1; 1261 return 1;
1338 1262
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 find_and_link (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1263 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1264 }
1344 1265
1345 if (y >= m->height) 1266 if (y >= m->height)
1346 { 1267 {
1347 if (!m->tile_path[2]) 1268 if (!m->tile_available (2))
1348 return 1; 1269 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 2);
1352 1270
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1271 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1272 }
1355 1273
1356 /* Simple case - coordinates are within this local 1274 /* Simple case - coordinates are within this local
1370maptile * 1288maptile *
1371maptile::xy_find (sint16 &x, sint16 &y) 1289maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1290{
1373 if (x < 0) 1291 if (x < 0)
1374 { 1292 {
1375 if (!tile_path[3]) 1293 if (!tile_available (3))
1376 return 0; 1294 return 0;
1377 1295
1378 find_and_link (this, 3);
1379 x += tile_map[3]->width; 1296 x += tile_map[3]->width;
1380 return tile_map[3]->xy_find (x, y); 1297 return tile_map[3]->xy_find (x, y);
1381 } 1298 }
1382 1299
1383 if (x >= width) 1300 if (x >= width)
1384 { 1301 {
1385 if (!tile_path[1]) 1302 if (!tile_available (1))
1386 return 0; 1303 return 0;
1387 1304
1388 find_and_link (this, 1);
1389 x -= width; 1305 x -= width;
1390 return tile_map[1]->xy_find (x, y); 1306 return tile_map[1]->xy_find (x, y);
1391 } 1307 }
1392 1308
1393 if (y < 0) 1309 if (y < 0)
1394 { 1310 {
1395 if (!tile_path[0]) 1311 if (!tile_available (0))
1396 return 0; 1312 return 0;
1397 1313
1398 find_and_link (this, 0);
1399 y += tile_map[0]->height; 1314 y += tile_map[0]->height;
1400 return tile_map[0]->xy_find (x, y); 1315 return tile_map[0]->xy_find (x, y);
1401 } 1316 }
1402 1317
1403 if (y >= height) 1318 if (y >= height)
1404 { 1319 {
1405 if (!tile_path[2]) 1320 if (!tile_available (2))
1406 return 0; 1321 return 0;
1407 1322
1408 find_and_link (this, 2);
1409 y -= height; 1323 y -= height;
1410 return tile_map[2]->xy_find (x, y); 1324 return tile_map[2]->xy_find (x, y);
1411 } 1325 }
1412 1326
1413 /* Simple case - coordinates are within this local 1327 /* Simple case - coordinates are within this local
1419/** 1333/**
1420 * Return whether map2 is adjacent to map1. If so, store the distance from 1334 * Return whether map2 is adjacent to map1. If so, store the distance from
1421 * map1 to map2 in dx/dy. 1335 * map1 to map2 in dx/dy.
1422 */ 1336 */
1423int 1337int
1424adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1338adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1425{ 1339{
1426 if (!map1 || !map2) 1340 if (!map1 || !map2)
1427 return 0; 1341 return 0;
1428 1342
1429 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1343 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1430 //fix: compare paths instead (this is likely faster, too!) 1344 //fix: compare paths instead (this is likely faster, too!)
1431 if (map1 == map2) 1345 if (map1 == map2)
1432 { 1346 {
1433 *dx = 0; 1347 *dx = 0;
1434 *dy = 0; 1348 *dy = 0;
1435 } 1349 }
1436 else if (map1->tile_map[0] == map2) 1350 else if (map1->tile_available (TILE_NORTH, false) == map2)
1437 { /* up */ 1351 {
1438 *dx = 0; 1352 *dx = 0;
1439 *dy = -map2->height; 1353 *dy = -map2->height;
1440 } 1354 }
1441 else if (map1->tile_map[1] == map2) 1355 else if (map1->tile_available (TILE_EAST , false) == map2)
1442 { /* right */ 1356 {
1443 *dx = map1->width; 1357 *dx = map1->width;
1444 *dy = 0; 1358 *dy = 0;
1445 } 1359 }
1446 else if (map1->tile_map[2] == map2) 1360 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1447 { /* down */ 1361 {
1448 *dx = 0; 1362 *dx = 0;
1449 *dy = map1->height; 1363 *dy = map1->height;
1450 } 1364 }
1451 else if (map1->tile_map[3] == map2) 1365 else if (map1->tile_available (TILE_WEST , false) == map2)
1452 { /* left */ 1366 {
1453 *dx = -map2->width; 1367 *dx = -map2->width;
1454 *dy = 0; 1368 *dy = 0;
1455 } 1369 }
1456 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1370 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1457 { /* up right */ 1371 { /* up right */
1458 *dx = map1->tile_map[0]->width; 1372 *dx = +map1->tile_map[TILE_NORTH]->width;
1459 *dy = -map1->tile_map[0]->height; 1373 *dy = -map1->tile_map[TILE_NORTH]->height;
1460 } 1374 }
1461 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1375 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1462 { /* up left */ 1376 { /* up left */
1463 *dx = -map2->width; 1377 *dx = -map2->width;
1464 *dy = -map1->tile_map[0]->height; 1378 *dy = -map1->tile_map[TILE_NORTH]->height;
1465 } 1379 }
1466 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1380 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1467 { /* right up */ 1381 { /* right up */
1468 *dx = map1->width; 1382 *dx = +map1->width;
1469 *dy = -map2->height; 1383 *dy = -map2->height;
1470 } 1384 }
1471 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1385 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1472 { /* right down */ 1386 { /* right down */
1473 *dx = map1->width; 1387 *dx = +map1->width;
1474 *dy = map1->tile_map[1]->height; 1388 *dy = +map1->tile_map[TILE_EAST]->height;
1475 } 1389 }
1476 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1390 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1477 { /* down right */ 1391 { /* down right */
1478 *dx = map1->tile_map[2]->width; 1392 *dx = +map1->tile_map[TILE_SOUTH]->width;
1479 *dy = map1->height; 1393 *dy = +map1->height;
1480 } 1394 }
1481 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1395 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1482 { /* down left */ 1396 { /* down left */
1483 *dx = -map2->width; 1397 *dx = -map2->width;
1484 *dy = map1->height; 1398 *dy = +map1->height;
1485 } 1399 }
1486 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1400 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1487 { /* left up */ 1401 { /* left up */
1488 *dx = -map1->tile_map[3]->width; 1402 *dx = -map1->tile_map[TILE_WEST]->width;
1489 *dy = -map2->height; 1403 *dy = -map2->height;
1490 } 1404 }
1491 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1405 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1492 { /* left down */ 1406 { /* left down */
1493 *dx = -map1->tile_map[3]->width; 1407 *dx = -map1->tile_map[TILE_WEST]->width;
1494 *dy = map1->tile_map[3]->height; 1408 *dy = +map1->tile_map[TILE_WEST]->height;
1495 } 1409 }
1496 else 1410 else
1497 return 0; 1411 return 0;
1498 1412
1499 return 1; 1413 return 1;
1535 * 1449 *
1536 * currently, the only flag supported (0x1) is don't translate for 1450 * currently, the only flag supported (0x1) is don't translate for
1537 * closest body part of 'op1' 1451 * closest body part of 'op1'
1538 */ 1452 */
1539void 1453void
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1454get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1541{ 1455{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1456 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1457 {
1544 /* be conservative and fill in _some_ data */ 1458 /* be conservative and fill in _some_ data */
1545 retval->distance = 10000; 1459 retval->distance = 10000;
1546 retval->distance_x = 10000; 1460 retval->distance_x = 10000;
1547 retval->distance_y = 10000; 1461 retval->distance_y = 10000;
1548 retval->direction = 0; 1462 retval->direction = 0;
1549 retval->part = 0; 1463 retval->part = 0;
1550 } 1464 }
1551 else 1465 else
1552 { 1466 {
1553 object *best;
1554
1555 retval->distance_x += op2->x - op1->x; 1467 retval->distance_x += op2->x - op1->x;
1556 retval->distance_y += op2->y - op1->y; 1468 retval->distance_y += op2->y - op1->y;
1557 1469
1558 best = op1; 1470 object *best = op1;
1471
1559 /* If this is multipart, find the closest part now */ 1472 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1473 if (!(flags & 1) && op1->more)
1561 { 1474 {
1562 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1475 int best_distance = idistance (retval->distance_x, retval->distance_y);
1563 1476
1564 /* we just take the offset of the piece to head to figure 1477 /* we just take the offset of the piece to head to figure
1565 * distance instead of doing all that work above again 1478 * distance instead of doing all that work above again
1566 * since the distance fields we set above are positive in the 1479 * since the distance fields we set above are positive in the
1567 * same axis as is used for multipart objects, the simply arithmetic 1480 * same axis as is used for multipart objects, the simply arithmetic
1568 * below works. 1481 * below works.
1569 */ 1482 */
1570 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1483 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1571 { 1484 {
1572 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1485 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1573 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1486
1574 if (tmpi < best_distance) 1487 if (tmpi < best_distance)
1575 { 1488 {
1576 best_distance = tmpi; 1489 best_distance = tmpi;
1577 best = tmp; 1490 best = tmp;
1578 } 1491 }
1579 } 1492 }
1580 1493
1581 if (best != op1) 1494 if (best != op1)
1582 { 1495 {
1583 retval->distance_x += op1->x - best->x; 1496 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1497 retval->distance_y += op1->y - best->y;
1585 } 1498 }
1586 } 1499 }
1587 1500
1588 retval->part = best; 1501 retval->part = best;
1589 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1502 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1590 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1503 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1591 } 1504 }
1592} 1505}
1593 1506
1594/* this is basically the same as get_rangevector above, but instead of 1507/* this is basically the same as get_rangevector above, but instead of
1595 * the first parameter being an object, it instead is the map 1508 * the first parameter being an object, it instead is the map
1600 * be more consistant with the above function and also in case they are needed 1513 * be more consistant with the above function and also in case they are needed
1601 * for something in the future. Also, since no object is pasted, the best 1514 * for something in the future. Also, since no object is pasted, the best
1602 * field of the rv_vector is set to NULL. 1515 * field of the rv_vector is set to NULL.
1603 */ 1516 */
1604void 1517void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1518get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1519{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1520 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1521 {
1609 /* be conservative and fill in _some_ data */ 1522 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1523 retval->distance = 100000;
1611 retval->distance_x = 32767; 1524 retval->distance_x = 32767;
1612 retval->distance_y = 32767; 1525 retval->distance_y = 32767;
1613 retval->direction = 0; 1526 retval->direction = 0;
1614 retval->part = 0; 1527 retval->part = 0;
1615 } 1528 }
1616 else 1529 else
1617 { 1530 {
1618 retval->distance_x += op2->x - x; 1531 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1532 retval->distance_y += op2->y - y;
1620 1533
1621 retval->part = NULL; 1534 retval->part = 0;
1622 retval->distance = idistance (retval->distance_x, retval->distance_y); 1535 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1536 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1624 } 1537 }
1625} 1538}
1626 1539
1627/* Returns true of op1 and op2 are effectively on the same map 1540/* Returns true of op1 and op2 are effectively on the same map
1628 * (as related to map tiling). Note that this looks for a path from 1541 * (as related to map tiling). Note that this looks for a path from
1638 int dx, dy; 1551 int dx, dy;
1639 1552
1640 return adjacent_map (op1->map, op2->map, &dx, &dy); 1553 return adjacent_map (op1->map, op2->map, &dx, &dy);
1641} 1554}
1642 1555
1556//-GPL
1557
1643object * 1558object *
1644maptile::insert (object *op, int x, int y, object *originator, int flags) 1559maptile::insert (object *op, int x, int y, object *originator, int flags)
1645{ 1560{
1646 if (!op->flag [FLAG_REMOVED])
1647 op->remove ();
1648
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1561 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1562}
1651 1563
1652region * 1564region *
1653maptile::region (int x, int y) const 1565maptile::region (int x, int y) const
1662 return default_region; 1574 return default_region;
1663 1575
1664 return ::region::default_region (); 1576 return ::region::default_region ();
1665} 1577}
1666 1578
1579//+GPL
1580
1667/* picks a random object from a style map. 1581/* picks a random object from a style map.
1668 * Redone by MSW so it should be faster and not use static
1669 * variables to generate tables.
1670 */ 1582 */
1671object * 1583object *
1672maptile::pick_random_object () const 1584maptile::pick_random_object (rand_gen &gen) const
1673{ 1585{
1674 /* while returning a null object will result in a crash, that 1586 /* while returning a null object will result in a crash, that
1675 * is actually preferable to an infinite loop. That is because 1587 * is actually preferable to an infinite loop. That is because
1676 * most servers will automatically restart in case of crash. 1588 * most servers will automatically restart in case of crash.
1677 * Change the logic on getting the random space - shouldn't make 1589 * Change the logic on getting the random space - shouldn't make
1678 * any difference, but this seems clearer to me. 1590 * any difference, but this seems clearer to me.
1679 */ 1591 */
1680 for (int i = 1000; --i;) 1592 for (int i = 1000; --i;)
1681 { 1593 {
1682 object *pick = at (rndm (width), rndm (height)).bot; 1594 object *pick = at (gen (width), gen (height)).bot;
1683 1595
1684 // do not prefer big monsters just because they are big. 1596 // must be head: do not prefer big monsters just because they are big.
1685 if (pick && pick->head_ () == pick) 1597 if (pick && pick->is_head ())
1686 return pick->head_ (); 1598 return pick;
1687 } 1599 }
1688 1600
1689 // instead of crashing in the unlikely(?) case, try to return *something* 1601 // instead of crashing in the unlikely(?) case, try to return *something*
1690 return get_archetype ("blocked"); 1602 return archetype::find (shstr_bug);
1691} 1603}
1692 1604
1605//-GPL
1606
1607void
1608maptile::play_sound (faceidx sound, int x, int y) const
1609{
1610 if (!sound)
1611 return;
1612
1613 for_all_players_on_map (pl, this)
1614 if (client *ns = pl->ns)
1615 {
1616 int dx = x - pl->ob->x;
1617 int dy = y - pl->ob->y;
1618
1619 int distance = idistance (dx, dy);
1620
1621 if (distance <= MAX_SOUND_DISTANCE)
1622 ns->play_sound (sound, dx, dy);
1623 }
1624}
1625
1626void
1627maptile::say_msg (const char *msg, int x, int y) const
1628{
1629 for_all_players (pl)
1630 if (client *ns = pl->ns)
1631 {
1632 int dx = x - pl->ob->x;
1633 int dy = y - pl->ob->y;
1634
1635 int distance = idistance (dx, dy);
1636
1637 if (distance <= MAX_SOUND_DISTANCE)
1638 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1639 }
1640}
1641
1642dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1643
1644static void
1645split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1646{
1647 // clip to map to the left
1648 if (x0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1651 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1652
1653 if (x1 < 0) // entirely to the left
1654 return;
1655
1656 x0 = 0;
1657 }
1658
1659 // clip to map to the right
1660 if (x1 > m->width)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1663 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1664
1665 if (x0 > m->width) // entirely to the right
1666 return;
1667
1668 x1 = m->width;
1669 }
1670
1671 // clip to map above
1672 if (y0 < 0)
1673 {
1674 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1675 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1676
1677 if (y1 < 0) // entirely above
1678 return;
1679
1680 y0 = 0;
1681 }
1682
1683 // clip to map below
1684 if (y1 > m->height)
1685 {
1686 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1687 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1688
1689 if (y0 > m->height) // entirely below
1690 return;
1691
1692 y1 = m->height;
1693 }
1694
1695 // if we get here, the rect is within the current map
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697
1698 r->m = m;
1699 r->x0 = x0;
1700 r->y0 = y0;
1701 r->x1 = x1;
1702 r->y1 = y1;
1703 r->dx = dx;
1704 r->dy = dy;
1705}
1706
1707maprect *
1708maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1709{
1710 buf.clear ();
1711
1712 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1713
1714 // add end marker
1715 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1716 r->m = 0;
1717
1718 return (maprect *)buf.linearise ();
1719}
1720

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