Files
nethack/src/region.c
nhmall a654d08c3b save/restore changes - part 3
This is the third of a series of savefile-related changes.

    This adds early-days experimental support for a completely optional
    'sfctool' utility (savefile conversion tool), to be able to export
    a savefile's contents into a more portable format. There are likely
    to be bugs at this stage. In this initial first-attempt, the export
    format is a very simple ascii output.

    NetHack can be built entirely, without also building this tool.
    NetHack has no dependencies on the tool.

    Attempts were made to minimize duplication of existing NetHack code.
    To achieve that, unfortunately, #ifdef SFCTOOL and #ifndef SFCTOOL
    had to be sprinkled around through some of the existing NetHack
    source code, so that it could be re-used for building the utility.

    The process for building the sfctool typically recompiles the source
    files with #define SFCTOOL and a distinct object file with SF- is
    produced.

sfctool notes:

    Universal ctags is used and required to produce the sfctool utility.

    Some targets were added to the Unix and Windows Makefiles to
    facilitate the build process.

         make sfctool

    That should build a copy in util.

    Note: At present, the Unix Makefiles do not copy sfctool over to the
          NetHack playground during 'make install' or 'make update'.
          Until that gets resolved by someone, The tool will
          have to be manually copied there by the builder/admin if
          desired.
          cp util/sfctool ~/nh/install/games/lib/nethackdir/sfctool

    Also, a separate Visual Studio sfctool.sln solution was written and
    placed in sys/windows/vs. That has has only very limited testing.

    Usage:

      i)  To convert an existing savefile to an exportascii format
          that co-resides with the savefile:

          sfctool -c savefile

          That *must* be executed on the same platform / architecture /
          data model that produced the save file in the first place.

     ii)  To unconvert an existing exportascii format export file to a
          historical format savefile that can then be used by NetHack:

          sfctool -u savefile

          That must be executed on the same target platform / architecture /
          data model that was used to build the NetHack that will
          utilize the save file that results.

     A Windows example:

          sfctool -c Fred.NetHack-saved-game

          That should result in creation of Fred.NetHack-saved-game.exportascii
          from existing savefile:
              %USERPROFILE%\AppData\Local\NetHack\3.7\Fred.NetHack-saved-game

     A Unix example:

          sfctool -c 1000wizard

          That should result in creation of 1000wizard.exportascii.gz
          from existing savefile in the playground save directory:
              1000wizard.gz

  Current Mechanics:
     1. Makefile recipe, or script uses universal ctags to produce
        util/sf.tags.

     2. util/sftags is built and executed to read util/sf.tags and
        generate: include/sfproto.h and src/sfdata.c.

     3. util/sfctool is built from the following:
        generated file compiled with -DSFCTOOL:
                    src/sfdata.c       -> sfdata.o
        existing files compiled with -DSFCTOOL:
                    util/sfctool.c     -> sfctool.o
                    util/sfexpasc.c    -> sfexpasc.o
                    src/alloc.c        -> sf-alloc.o
                    src/monst.c        -> sf-monst.o
                    src/objects.c      -> sf-objects.o
                    src/sfbase.c       -> sfbase.o
                    src/sfstruct.c     -> sfstruct.o
                    src/nhlua.c        -> sf-nhlua.o
                    util/panic.c       -> panic.o
                    src/date.c         -> sf-date.o
                    src/decl.c         -> sf-decl.o
                    src/artifact.c     -> sf-artifact.o
                    src/dungeon.c      -> sf-dungeon.o
                    src/end.c          -> sf-end.o
                    src/engrave.c      -> sf-engrave.o
                    src/cfgfiles.c     -> sf-cfgfiles.o
                    src/files.c        -> sf-files.o
                    src/light.c        -> sf-light.o
                    src/mdlib.c        -> sf-mdlib.o
                    src/mkmaze.c       -> sf-mkmaze.o
                    src/mkroom.c       -> sf-mkroom.o
                    src/o_init.c       -> sf-o_init.o
                    src/region.c       -> sf-region.o
                    src/restore.c      -> sf-restore.o
                    src/rumors.c       -> sf-rumors.o
                    src/sys.c          -> sf-sys.o
                    src/timeout.c      -> sf-timeout.o
                    src/track.c        -> sf-track.o
                    src/version.c      -> sf-version.o
                    src/worm.c         -> sf-worm.o
                    src/strutil.c      -> strutil.o
2025-05-25 20:38:17 -04:00

1409 lines
43 KiB
C

/* NetHack 3.7 region.c $NHDT-Date: 1727251269 2024/09/25 08:01:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.104 $ */
/* Copyright (c) 1996 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/*
* This should really go into the level structure, but
* I'll start here for ease. It *WILL* move into the level
* structure eventually.
*/
#define NO_CALLBACK (-1)
void free_region(NhRegion *);
#ifndef SFCTOOL
boolean inside_gas_cloud(genericptr, genericptr);
boolean expire_gas_cloud(genericptr, genericptr);
boolean inside_rect(NhRect *, int, int);
NhRegion *create_region(NhRect *, int);
void add_rect_to_reg(NhRegion *, NhRect *);
void add_mon_to_reg(NhRegion *, struct monst *);
void remove_mon_from_reg(NhRegion *, struct monst *);
boolean mon_in_region(NhRegion *, struct monst *);
#if 0
NhRegion *clone_region(NhRegion *);
#endif
void add_region(NhRegion *);
void remove_region(NhRegion *);
#if 0
void replace_mon_regions(struct monst *,struct monst *);
void remove_mon_from_regions(struct monst *);
NhRegion *create_msg_region(coordxy,coordxy,coordxy,coordxy, const char *,
const char *);
boolean enter_force_field(genericptr,genericptr);
NhRegion *create_force_field(coordxy,coordxy,int,long);
#endif
staticfn void reset_region_mids(NhRegion *);
staticfn boolean is_hero_inside_gas_cloud(void);
staticfn void make_gas_cloud(NhRegion *, int, boolean) NONNULLARG1;
static const callback_proc callbacks[] = {
#define INSIDE_GAS_CLOUD 0
inside_gas_cloud,
#define EXPIRE_GAS_CLOUD 1
expire_gas_cloud
};
/* Should be inlined. */
boolean
inside_rect(NhRect *r, int x, int y)
{
return (boolean) (x >= r->lx && x <= r->hx && y >= r->ly && y <= r->hy);
}
/*
* Check if a point is inside a region.
*/
boolean
inside_region(NhRegion *reg, int x, int y)
{
int i;
if (reg == (NhRegion *) 0 || !inside_rect(&(reg->bounding_box), x, y))
return FALSE;
for (i = 0; i < reg->nrects; i++)
if (inside_rect(&(reg->rects[i]), x, y))
return TRUE;
return FALSE;
}
/*
* Create a region. It does not activate it.
*/
NhRegion *
create_region(NhRect *rects, int nrect)
{
int i;
NhRegion *reg;
reg = (NhRegion *) alloc(sizeof(NhRegion));
(void) memset((genericptr_t) reg, 0, sizeof(NhRegion));
/* Determines bounding box */
if (nrect > 0) {
reg->bounding_box = rects[0];
} else {
reg->bounding_box.lx = COLNO;
reg->bounding_box.ly = ROWNO;
reg->bounding_box.hx = 0; /* 1 */
reg->bounding_box.hy = 0;
}
reg->nrects = nrect;
reg->rects = (nrect > 0) ? (NhRect *) alloc(nrect * sizeof (NhRect)) : 0;
for (i = 0; i < nrect; i++) {
if (rects[i].lx < reg->bounding_box.lx)
reg->bounding_box.lx = rects[i].lx;
if (rects[i].ly < reg->bounding_box.ly)
reg->bounding_box.ly = rects[i].ly;
if (rects[i].hx > reg->bounding_box.hx)
reg->bounding_box.hx = rects[i].hx;
if (rects[i].hy > reg->bounding_box.hy)
reg->bounding_box.hy = rects[i].hy;
reg->rects[i] = rects[i];
}
reg->ttl = -1L; /* Defaults */
reg->attach_2_u = FALSE;
reg->attach_2_m = 0;
/* reg->attach_2_o = NULL; */
reg->enter_msg = (const char *) 0;
reg->leave_msg = (const char *) 0;
reg->expire_f = NO_CALLBACK;
reg->enter_f = NO_CALLBACK;
reg->can_enter_f = NO_CALLBACK;
reg->leave_f = NO_CALLBACK;
reg->can_leave_f = NO_CALLBACK;
reg->inside_f = NO_CALLBACK;
clear_hero_inside(reg);
clear_heros_fault(reg);
reg->n_monst = 0;
reg->max_monst = 0;
reg->monsters = (unsigned *) 0;
reg->arg = cg.zeroany;
return reg;
}
/*
* Add rectangle to region.
*/
void
add_rect_to_reg(NhRegion *reg, NhRect *rect)
{
NhRect *tmp_rect;
tmp_rect = (NhRect *) alloc((reg->nrects + 1) * sizeof (NhRect));
if (reg->nrects > 0) {
(void) memcpy((genericptr_t) tmp_rect, (genericptr_t) reg->rects,
reg->nrects * sizeof (NhRect));
free((genericptr_t) reg->rects);
}
tmp_rect[reg->nrects] = *rect;
reg->nrects++;
reg->rects = tmp_rect;
/* Update bounding box if needed */
if (reg->bounding_box.lx > rect->lx)
reg->bounding_box.lx = rect->lx;
if (reg->bounding_box.ly > rect->ly)
reg->bounding_box.ly = rect->ly;
if (reg->bounding_box.hx < rect->hx)
reg->bounding_box.hx = rect->hx;
if (reg->bounding_box.hy < rect->hy)
reg->bounding_box.hy = rect->hy;
}
/*
* Add a monster to the region
*/
void
add_mon_to_reg(NhRegion *reg, struct monst *mon)
{
int i;
unsigned *tmp_m;
/* if this is a long worm, it might already be present in the region;
only include it once no matter how segments the region contains */
if (mon_in_region(reg, mon)) {
if (mon->data != &mons[PM_LONG_WORM])
impossible("add_mon_to_reg: %s [#%u] already in region.",
m_monnam(mon), mon->m_id);
return;
}
if (reg->max_monst <= reg->n_monst) {
tmp_m = (unsigned *) alloc(sizeof (unsigned)
* (reg->max_monst + MONST_INC));
if (reg->max_monst > 0) {
for (i = 0; i < reg->max_monst; i++)
tmp_m[i] = reg->monsters[i];
free((genericptr_t) reg->monsters);
}
reg->monsters = tmp_m;
reg->max_monst += MONST_INC;
}
reg->monsters[reg->n_monst++] = mon->m_id;
}
/*
* Remove a monster from the region list (it left or died...)
*/
void
remove_mon_from_reg(NhRegion *reg, struct monst *mon)
{
int i;
for (i = 0; i < reg->n_monst; i++)
if (reg->monsters[i] == mon->m_id) {
reg->n_monst--;
reg->monsters[i] = reg->monsters[reg->n_monst];
return;
}
}
/*
* Check if a monster is inside the region.
* It's probably quicker to check with the region internal list
* than to check for coordinates.
*/
boolean
mon_in_region(NhRegion *reg, struct monst *mon)
{
int i;
for (i = 0; i < reg->n_monst; i++)
if (reg->monsters[i] == mon->m_id)
return TRUE;
return FALSE;
}
#if 0
/* not yet used */
/*
* Clone (make a standalone copy) the region.
*/
NhRegion *
clone_region(NhRegion *reg)
{
NhRegion *ret_reg;
unsigned *m_id_list;
short i;
ret_reg = create_region(reg->rects, reg->nrects);
ret_reg->ttl = reg->ttl;
ret_reg->attach_2_u = reg->attach_2_u;
ret_reg->attach_2_m = reg->attach_2_m;
/* ret_reg->attach_2_o = reg->attach_2_o; */
ret_reg->expire_f = reg->expire_f;
ret_reg->enter_f = reg->enter_f;
ret_reg->can_enter_f = reg->can_enter_f;
ret_reg->leave_f = reg->leave_f;
ret_reg->can_leave_f = reg->can_leave_f;
ret_reg->player_flags = reg->player_flags; /* set/clear_hero_inside,&c*/
ret_reg->n_monst = reg->n_monst;
ret_reg->max_monst = reg->max_monst;
if (reg->max_monst > 0) {
m_id_list = (unsigned *) alloc(reg->max_monst * sizeof (unsigned));
for (i = 0; i < reg->max_monst; ++i)
m_id_list[i] = reg->monsters[i];
} else
m_id_list = (unsigned *) 0;
ret_reg->monsters = m_id_list;
return ret_reg;
}
#endif /*0*/
#endif /* !SFCTOOL */
/*
* Free mem from region.
*/
void
free_region(NhRegion *reg)
{
if (reg) {
if (reg->rects)
free((genericptr_t) reg->rects);
if (reg->monsters)
free((genericptr_t) reg->monsters);
if (reg->enter_msg)
free((genericptr_t) reg->enter_msg);
if (reg->leave_msg)
free((genericptr_t) reg->leave_msg);
free((genericptr_t) reg);
}
}
#ifndef SFCTOOL
/*
* Add a region to the list.
* This actually activates the region.
*/
void
add_region(NhRegion *reg)
{
NhRegion **tmp_reg;
int i, j;
if (gm.max_regions <= svn.n_regions) {
tmp_reg = gr.regions;
gr.regions =
(NhRegion **) alloc((gm.max_regions + 10) * sizeof (NhRegion *));
if (gm.max_regions > 0) {
(void) memcpy((genericptr_t) gr.regions, (genericptr_t) tmp_reg,
gm.max_regions * sizeof (NhRegion *));
free((genericptr_t) tmp_reg);
}
gm.max_regions += 10;
}
gr.regions[svn.n_regions] = reg;
svn.n_regions++;
/* Check for monsters inside the region */
for (i = reg->bounding_box.lx; i <= reg->bounding_box.hx; i++)
for (j = reg->bounding_box.ly; j <= reg->bounding_box.hy; j++) {
struct monst *mtmp;
boolean is_inside = FALSE;
/* Some regions can cross the level boundaries */
if (!isok(i, j))
continue;
if (inside_region(reg, i, j)) {
is_inside = TRUE;
/* if there's a monster here, add it to the region */
if ((mtmp = m_at(i, j)) != 0
#if 0
/* leave this bit (to exclude long worm tails) out;
assume that worms use "cutaneous respiration" (they
breath through their skin rather than nose/gills/&c)
so their tails are susceptible to poison gas */
&& mtmp->mx == i && mtmp->my == j
#endif
) {
add_mon_to_reg(reg, mtmp);
}
}
if (reg->visible) {
if (is_inside)
block_point(i, j);
if (cansee(i, j))
newsym(i, j);
}
}
/* Check for player now... */
if (inside_region(reg, u.ux, u.uy))
set_hero_inside(reg);
else
clear_hero_inside(reg);
}
/*
* Remove a region from the list & free it.
*/
void
remove_region(NhRegion *reg)
{
int i, x, y;
for (i = 0; i < svn.n_regions; i++)
if (gr.regions[i] == reg)
break;
if (i == svn.n_regions)
return;
/* remove region before potential newsym() calls, but don't free it yet */
if (--svn.n_regions != i)
gr.regions[i] = gr.regions[svn.n_regions];
gr.regions[svn.n_regions] = (NhRegion *) 0;
/* Update screen if necessary */
reg->ttl = -2L; /* for visible_region_at */
if (reg->visible) {
int pass;
boolean tmp_uinwater = u.uinwater;
/* need to process the region's spots twice, first unblocking all
locations which no longer block line-of-sight, then redrawing
spots within revised line-of-sight; skip second pass if blind */
for (pass = 1; pass <= (Blind ? 1 : 2); ++pass) {
u.uinwater = (pass == 1) ? 0 : tmp_uinwater;
for (x = reg->bounding_box.lx; x <= reg->bounding_box.hx; x++)
for (y = reg->bounding_box.ly; y <= reg->bounding_box.hy; y++)
if (isok(x, y) && inside_region(reg, x, y)) {
if (pass == 1) {
if (!does_block(x, y, &levl[x][y]))
unblock_point(x, y);
} else { /* pass==2 */
if (cansee(x, y))
newsym(x, y);
}
}
}
u.uinwater = tmp_uinwater;
}
free_region(reg);
}
#endif /* !SFCTOOL */
/*
* Remove all regions and clear all related data. This must be done
* when changing level, for instance.
*/
void
clear_regions(void)
{
int i;
for (i = 0; i < svn.n_regions; i++)
free_region(gr.regions[i]);
svn.n_regions = 0;
if (gm.max_regions > 0)
free((genericptr_t) gr.regions);
gm.max_regions = 0;
gr.regions = (NhRegion **) 0;
}
#ifndef SFCTOOL
/*
* This function is called every turn.
* It makes the regions age, if necessary and calls the appropriate
* callbacks when needed.
*/
void
run_regions(void)
{
int i, j, k;
int f_indx;
/* reset some messaging variables */
gg.gas_cloud_diss_within = FALSE;
gg.gas_cloud_diss_seen = 0;
/* End of life ? */
/* Do it backward because the array will be modified */
for (i = svn.n_regions - 1; i >= 0; i--) {
if (gr.regions[i]->ttl == 0L) {
if ((f_indx = gr.regions[i]->expire_f) == NO_CALLBACK
|| (*callbacks[f_indx])(gr.regions[i], (genericptr_t) 0))
remove_region(gr.regions[i]);
}
}
/* Process remaining regions */
for (i = 0; i < svn.n_regions; i++) {
/* Make the region age */
if (gr.regions[i]->ttl > 0L)
gr.regions[i]->ttl--;
/* Check if player is inside region */
f_indx = gr.regions[i]->inside_f;
if (f_indx != NO_CALLBACK && hero_inside(gr.regions[i]))
(void) (*callbacks[f_indx])(gr.regions[i], (genericptr_t) 0);
/* Check if any monster is inside region */
if (f_indx != NO_CALLBACK) {
for (j = 0; j < gr.regions[i]->n_monst; j++) {
struct monst *mtmp =
find_mid(gr.regions[i]->monsters[j], FM_FMON);
if (!mtmp || DEADMONSTER(mtmp)
|| (*callbacks[f_indx])(gr.regions[i], mtmp)) {
/* The monster died, remove it from list */
k = (gr.regions[i]->n_monst -= 1);
gr.regions[i]->monsters[j] = gr.regions[i]->monsters[k];
gr.regions[i]->monsters[k] = 0;
--j; /* current slot has been reused; recheck it next */
}
}
}
}
if (gg.gas_cloud_diss_within) {
pline_The("gas cloud around you dissipates.");
/* normally won't see additional dissipation when within */
/* FIXME? this assumes that additional dissipation is close by */
if (u.xray_range <= 1)
gg.gas_cloud_diss_seen = 0;
gg.gas_cloud_diss_within = FALSE;
}
if (gg.gas_cloud_diss_seen) {
You_see("%s gas cloud%s dissipate.",
(gg.gas_cloud_diss_seen == 1) ? "a" : "some",
plur(gg.gas_cloud_diss_seen));
gg.gas_cloud_diss_seen = 0;
}
}
/*
* check whether player enters/leaves one or more regions.
*/
boolean
in_out_region(coordxy x, coordxy y)
{
int i, f_indx = 0;
/* First check if hero can do the move */
for (i = 0; i < svn.n_regions; i++) {
if (gr.regions[i]->attach_2_u)
continue;
if (inside_region(gr.regions[i], x, y)
? (!hero_inside(gr.regions[i])
&& (f_indx = gr.regions[i]->can_enter_f) != NO_CALLBACK)
: (hero_inside(gr.regions[i])
&& (f_indx = gr.regions[i]->can_leave_f) != NO_CALLBACK)) {
if (!(*callbacks[f_indx])(gr.regions[i], (genericptr_t) 0))
return FALSE;
}
}
/* Callbacks for the regions hero does leave */
for (i = 0; i < svn.n_regions; i++) {
if (gr.regions[i]->attach_2_u)
continue;
if (hero_inside(gr.regions[i])
&& !inside_region(gr.regions[i], x, y)) {
clear_hero_inside(gr.regions[i]);
if (gr.regions[i]->leave_msg != (const char *) 0)
pline1(gr.regions[i]->leave_msg);
if ((f_indx = gr.regions[i]->leave_f) != NO_CALLBACK)
(void) (*callbacks[f_indx])(gr.regions[i], (genericptr_t) 0);
}
}
/* Callbacks for the regions hero does enter */
for (i = 0; i < svn.n_regions; i++) {
if (gr.regions[i]->attach_2_u)
continue;
if (!hero_inside(gr.regions[i])
&& inside_region(gr.regions[i], x, y)) {
set_hero_inside(gr.regions[i]);
if (gr.regions[i]->enter_msg != (const char *) 0)
pline1(gr.regions[i]->enter_msg);
if ((f_indx = gr.regions[i]->enter_f) != NO_CALLBACK)
(void) (*callbacks[f_indx])(gr.regions[i], (genericptr_t) 0);
}
}
return TRUE;
}
/*
* check whether a monster enters/leaves one or more regions.
*/
boolean
m_in_out_region(struct monst *mon, coordxy x, coordxy y)
{
int i, f_indx = 0;
/* First check if mon can do the move */
for (i = 0; i < svn.n_regions; i++) {
if (gr.regions[i]->attach_2_m == mon->m_id)
continue;
if (inside_region(gr.regions[i], x, y)
? (!mon_in_region(gr.regions[i], mon)
&& (f_indx = gr.regions[i]->can_enter_f) != NO_CALLBACK)
: (mon_in_region(gr.regions[i], mon)
&& (f_indx = gr.regions[i]->can_leave_f) != NO_CALLBACK)) {
if (!(*callbacks[f_indx])(gr.regions[i], mon))
return FALSE;
}
}
/* Callbacks for the regions mon does leave */
for (i = 0; i < svn.n_regions; i++) {
if (gr.regions[i]->attach_2_m == mon->m_id)
continue;
if (mon_in_region(gr.regions[i], mon)
&& !inside_region(gr.regions[i], x, y)) {
remove_mon_from_reg(gr.regions[i], mon);
if ((f_indx = gr.regions[i]->leave_f) != NO_CALLBACK)
(void) (*callbacks[f_indx])(gr.regions[i], mon);
}
}
/* Callbacks for the regions mon does enter */
for (i = 0; i < svn.n_regions; i++) {
if (gr.regions[i]->attach_2_m == mon->m_id)
continue;
if (!mon_in_region(gr.regions[i], mon)
&& inside_region(gr.regions[i], x, y)) {
add_mon_to_reg(gr.regions[i], mon);
if ((f_indx = gr.regions[i]->enter_f) != NO_CALLBACK)
(void) (*callbacks[f_indx])(gr.regions[i], mon);
}
}
return TRUE;
}
/*
* Checks player's regions after a teleport for instance.
*/
void
update_player_regions(void)
{
int i;
for (i = 0; i < svn.n_regions; i++)
if (!gr.regions[i]->attach_2_u
&& inside_region(gr.regions[i], u.ux, u.uy))
set_hero_inside(gr.regions[i]);
else
clear_hero_inside(gr.regions[i]);
}
/*
* Ditto for a specified monster.
*/
void
update_monster_region(struct monst *mon)
{
int i;
for (i = 0; i < svn.n_regions; i++) {
if (inside_region(gr.regions[i], mon->mx, mon->my)) {
if (!mon_in_region(gr.regions[i], mon))
add_mon_to_reg(gr.regions[i], mon);
} else {
if (mon_in_region(gr.regions[i], mon))
remove_mon_from_reg(gr.regions[i], mon);
}
}
}
#if 0
/* not yet used */
/*
* Change monster pointer in gr.regions
* This happens, for instance, when a monster grows and
* need a new structure (internally that is).
*/
void
replace_mon_regions(monold, monnew)
struct monst *monold, *monnew;
{
int i;
for (i = 0; i < svn.n_regions; i++)
if (mon_in_region(gr.regions[i], monold)) {
remove_mon_from_reg(gr.regions[i], monold);
add_mon_to_reg(gr.regions[i], monnew);
}
}
/*
* Remove monster from all regions it was in (ie monster just died)
*/
void
remove_mon_from_regions(struct monst *mon)
{
int i;
for (i = 0; i < svn.n_regions; i++)
if (mon_in_region(gr.regions[i], mon))
remove_mon_from_reg(gr.regions[i], mon);
}
#endif /*0*/
/* per-turn damage inflicted by visible region; hides details from caller */
int
reg_damg(NhRegion *reg)
{
int damg = (!reg->visible || reg->ttl == -2L) ? 0 : reg->arg.a_int;
return damg;
}
/* check whether current level has any visible regions */
boolean
any_visible_region(void)
{
int i;
for (i = 0; i < svn.n_regions; i++) {
if (!gr.regions[i]->visible || gr.regions[i]->ttl == -2L)
continue;
return TRUE;
}
return FALSE;
}
/* for the wizard mode #timeout command */
void
visible_region_summary(winid win)
{
NhRegion *reg;
char buf[BUFSZ], typbuf[QBUFSZ];
int i, damg, hdr_done = 0;
const char *fldsep = iflags.menu_tab_sep ? "\t" : " ";
for (i = 0; i < svn.n_regions; i++) {
reg = gr.regions[i];
if (!reg->visible || reg->ttl == -2L)
continue;
if (!hdr_done++) {
putstr(win, 0, "");
putstr(win, 0, "Visible regions");
}
/*
* TODO? sort the regions by time-to-live or by bounding box.
*/
/* we display relative time (turns left) rather than absolute
(the turn when region will go away);
since time-to-live has already been decremented, regions
which are due to timeout on the next turn have ttl==0;
adding 1 is intended to make the display be less confusing */
Sprintf(buf, "%5ld", reg->ttl + 1L);
damg = reg->arg.a_int;
if (damg)
Sprintf(typbuf, "poison gas (%d)", damg);
else
Strcpy(typbuf, "vapor");
Sprintf(eos(buf), "%s%-16s", fldsep, typbuf);
Sprintf(eos(buf), "%s@[%d,%d..%d,%d]", fldsep,
reg->bounding_box.lx, reg->bounding_box.ly,
reg->bounding_box.hx, reg->bounding_box.hy);
putstr(win, 0, buf);
}
}
/*
* Check if a spot is under a visible region (eg: gas cloud).
* Returns NULL if not, otherwise returns region.
*/
NhRegion *
visible_region_at(coordxy x, coordxy y)
{
int i;
for (i = 0; i < svn.n_regions; i++) {
if (!gr.regions[i]->visible || gr.regions[i]->ttl == -2L)
continue;
if (inside_region(gr.regions[i], x, y))
return gr.regions[i];
}
return (NhRegion *) 0;
}
void
show_region(NhRegion *reg, coordxy x, coordxy y)
{
show_glyph(x, y, reg->glyph);
}
/**
* save_regions :
*/
void
save_regions(NHFILE *nhfp)
{
NhRegion *r;
int i, j;
unsigned n;
if (!update_file(nhfp))
goto skip_lots;
/* timestamp */
Sfo_long(nhfp, &svm.moves, "region-tmstamp");
Sfo_int(nhfp, &svn.n_regions, "region-region_count");
for (i = 0; i < svn.n_regions; i++) {
r = gr.regions[i];
Sfo_nhrect(nhfp, &r->bounding_box, "region-bounding_box");
Sfo_short(nhfp, &r->nrects, "region-nrects");
for (j = 0; j < r->nrects; j++) {
Sfo_nhrect(nhfp, &r->rects[j], "region-rect");
}
Sfo_boolean(nhfp, &r->attach_2_u, "region-attach_2_u");
Sfo_unsigned(nhfp, &r->attach_2_m, "region-attach_2_m");
n = 0;
n = !r->enter_msg ? 0U : (unsigned) strlen(r->enter_msg);
Sfo_unsigned(nhfp, &n, "region-enter_msg_length");
if (n > 0) {
Sfo_char(nhfp, (char *) r->enter_msg,
"region-enter_msg", (int) n);
}
n = !r->leave_msg ? 0U : (unsigned) strlen(r->leave_msg);
Sfo_unsigned(nhfp, &n, "region-leave_msg_length");
if (n > 0) {
Sfo_char(nhfp, (char *) r->leave_msg, "region-leave_msg", (int) n);
}
Sfo_long(nhfp, &r->ttl, "region-ttl");
Sfo_short(nhfp, &r->expire_f, "region-expire_f");
Sfo_short(nhfp, &r->can_enter_f, "region-can_enter_f");
Sfo_short(nhfp, &r->enter_f, "region-enter_f");
Sfo_short(nhfp, &r->can_leave_f, "region-can_leave_f");
Sfo_short(nhfp, &r->leave_f, "region-leave_f");
Sfo_short(nhfp, &r->inside_f, "region-inside_f");
Sfo_unsigned(nhfp, &r->player_flags, "region-player_flags");
Sfo_short(nhfp, &r->n_monst, "region-monster_count");
for (j = 0; j < r->n_monst; j++) {
Sfo_unsigned(nhfp, &r->monsters[j], "region-monster");
}
Sfo_boolean(nhfp, &r->visible, "region-visible");
Sfo_int(nhfp, &r->glyph, "region-glyph");
Sfo_any(nhfp, &r->arg, "region-arg");
}
skip_lots:
if (release_data(nhfp))
clear_regions();
}
#endif /* !SFCTOOL */
void
rest_regions(NHFILE *nhfp)
{
NhRegion *r;
int i, j;
unsigned n = 0;
long tmstamp = 0L;
char *msg_buf;
boolean ghostly = (nhfp->ftype == NHF_BONESFILE);
clear_regions(); /* Just for security */
Sfi_long(nhfp, &tmstamp, "region-tmstamp");
if (ghostly)
tmstamp = 0;
else
tmstamp = (svm.moves - tmstamp);
Sfi_int(nhfp, &svn.n_regions, "region-region_count");
gm.max_regions = svn.n_regions;
if (svn.n_regions > 0)
gr.regions = (NhRegion **) alloc(svn.n_regions * sizeof (NhRegion *));
for (i = 0; i < svn.n_regions; i++) {
r = gr.regions[i] = (NhRegion *) alloc(sizeof (NhRegion));
Sfi_nhrect(nhfp, &r->bounding_box, "region-bounding box");
Sfi_short(nhfp, &r->nrects, "region-nrects");
if (r->nrects > 0)
r->rects = (NhRect *) alloc(r->nrects * sizeof (NhRect));
else
r->rects = (NhRect *) 0;
for (j = 0; j < r->nrects; j++) {
Sfi_nhrect(nhfp, &r->rects[j], "region-rect");
}
Sfi_boolean(nhfp, &r->attach_2_u, "region-attach_2_u");
Sfi_unsigned(nhfp, &r->attach_2_m, "region-attach_2_m");
Sfi_unsigned(nhfp, &n, "region-enter_msg_length");
if (n > 0) {
msg_buf = (char *) alloc(n + 1);
Sfi_char(nhfp, msg_buf, "region-enter_msg", n);
msg_buf[n] = '\0';
} else {
msg_buf = (char *) 0;
}
r->enter_msg = (const char *) msg_buf;
Sfi_unsigned(nhfp, &n, "region-leave_msg_length");
if (n > 0) {
msg_buf = (char *) alloc(n + 1);
Sfi_char(nhfp, msg_buf, "region-leave_msg", n);
msg_buf[n] = '\0';
r->leave_msg = (const char *) msg_buf;
} else {
msg_buf = (char *) 0;
}
r->leave_msg = (const char *) msg_buf;
Sfi_long(nhfp, &r->ttl, "region-ttl");
/* check for expired region */
if (r->ttl >= 0L)
r->ttl = (r->ttl > tmstamp) ? r->ttl - tmstamp : 0L;
Sfi_short(nhfp, &r->expire_f, "region-expire_f");
Sfi_short(nhfp, &r->can_enter_f, "region-can_enter_f");
Sfi_short(nhfp, &r->enter_f, "region-enter_f");
Sfi_short(nhfp, &r->can_leave_f, "region-can_leave_f");
Sfi_short(nhfp, &r->leave_f, "region-leave_f");
Sfi_short(nhfp, &r->inside_f, "region-inside_f");
Sfi_unsigned(nhfp, &r->player_flags, "region-player_flags");
if (ghostly) { /* settings pertained to old player */
clear_hero_inside(r);
clear_heros_fault(r);
}
Sfi_short(nhfp, &r->n_monst, "region-monster_count");
if (r->n_monst > 0)
r->monsters = (unsigned *) alloc(r->n_monst * sizeof (unsigned));
else
r->monsters = (unsigned *) 0;
r->max_monst = r->n_monst;
for (j = 0; j < r->n_monst; j++) {
Sfi_unsigned(nhfp, &r->monsters[j], "region-monster");
}
Sfi_boolean(nhfp, &r->visible, "region-visible");
Sfi_int(nhfp, &r->glyph, "region-glyph");
Sfi_any(nhfp, &r->arg, "region-arg");
}
#ifndef SFCTOOL
/* remove expired regions, do not trigger the expire_f callback (yet!);
also update monster lists if this data is coming from a bones file */
for (i = svn.n_regions - 1; i >= 0; i--) {
r = gr.regions[i];
if (r->ttl == 0L)
remove_region(r);
else if (ghostly && r->n_monst > 0)
reset_region_mids(r);
}
#endif /* !SFCTOOL */
}
#ifndef SFCTOOL
DISABLE_WARNING_FORMAT_NONLITERAL
/* to support '#stats' wizard-mode command */
void
region_stats(
const char *hdrfmt,
char *hdrbuf,
long *count,
long *size)
{
NhRegion *rg;
int i;
/* other stats formats take one parameter; this takes two */
Sprintf(hdrbuf, hdrfmt, (long) sizeof (NhRegion), (long) sizeof (NhRect));
*count = (long) svn.n_regions; /* might be 0 even tho max_regions isn't */
*size = (long) gm.max_regions * (long) sizeof (NhRegion);
for (i = 0; i < svn.n_regions; ++i) {
rg = gr.regions[i];
*size += (long) rg->nrects * (long) sizeof (NhRect);
if (rg->enter_msg)
*size += (long) (strlen(rg->enter_msg) + 1);
if (rg->leave_msg)
*size += (long) (strlen(rg->leave_msg) + 1);
*size += (long) rg->max_monst * (long) sizeof *rg->monsters;
}
/* ? */
}
RESTORE_WARNING_FORMAT_NONLITERAL
/* update monster IDs for region being loaded from bones; `ghostly' implied */
staticfn void
reset_region_mids(NhRegion *reg)
{
int i = 0, n = reg->n_monst;
unsigned *mid_list = reg->monsters;
while (i < n)
if (!lookup_id_mapping(mid_list[i], &mid_list[i])) {
/* shrink list to remove missing monster; order doesn't matter */
mid_list[i] = mid_list[--n];
} else {
/* move on to next monster */
++i;
}
reg->n_monst = n;
return;
}
#if 0
/* not yet used */
/*--------------------------------------------------------------*
* *
* Create Region with just a message *
* *
*--------------------------------------------------------------*/
NhRegion *
create_msg_region(
coordxy x, coordxy y, coordxy w, coordxy h,
const char *msg_enter, const char *msg_leave)
{
NhRect tmprect;
NhRegion *reg = create_region((NhRect *) 0, 0);
if (msg_enter)
reg->enter_msg = dupstr(msg_enter);
if (msg_leave)
reg->leave_msg = dupstr(msg_leave);
tmprect.lx = x;
tmprect.ly = y;
tmprect.hx = x + w;
tmprect.hy = y + h;
add_rect_to_reg(reg, &tmprect);
reg->ttl = -1L;
return reg;
}
/*--------------------------------------------------------------*
* *
* Force Field Related Cod *
* (unused yet) *
*--------------------------------------------------------------*/
boolean
enter_force_field(genericptr_t p1, genericptr_t p2)
{
struct monst *mtmp;
if (p2 == (genericptr_t) 0) { /* That means the player */
if (!Blind)
You("bump into %s. Ouch!",
Hallucination ? "an invisible tree"
: "some kind of invisible wall");
else
pline("Ouch!");
} else {
mtmp = (struct monst *) p2;
if (canseemon(mtmp))
pline("%s bumps into %s!", Monnam(mtmp), something);
}
return FALSE;
}
NhRegion *
create_force_field(coordxy x, coordxy y, int radius, long ttl)
{
int i;
NhRegion *ff;
int nrect;
NhRect tmprect;
ff = create_region((NhRect *) 0, 0);
nrect = radius;
tmprect.lx = x;
tmprect.hx = x;
tmprect.ly = y - (radius - 1);
tmprect.hy = y + (radius - 1);
for (i = 0; i < nrect; i++) {
add_rect_to_reg(ff, &tmprect);
tmprect.lx--;
tmprect.hx++;
tmprect.ly++;
tmprect.hy--;
}
ff->ttl = ttl;
if (!gi.in_mklev && !svc.context.mon_moving)
set_heros_fault(ff); /* assume player has created it */
/* ff->can_enter_f = enter_force_field; */
/* ff->can_leave_f = enter_force_field; */
add_region(ff);
return ff;
}
#endif /*0*/
/*--------------------------------------------------------------*
* *
* Gas cloud related code *
* *
*--------------------------------------------------------------*/
/*
* Here is an example of an expire function that may prolong
* region life after some mods...
*/
/*ARGSUSED*/
boolean
expire_gas_cloud(genericptr_t p1, genericptr_t p2 UNUSED)
{
NhRegion *reg;
int damage, pass;
coordxy x, y;
reg = (NhRegion *) p1;
damage = reg->arg.a_int;
/* If it was a thick cloud, it dissipates a little first */
if (damage >= 5) {
damage /= 2; /* It dissipates, let's do less damage */
reg->arg = cg.zeroany;
reg->arg.a_int = damage;
reg->ttl = 2L; /* Here's the trick : reset ttl */
return FALSE; /* THEN return FALSE, means "still there" */
}
/* The cloud no longer blocks vision. cansee() checks shouldn't be made
until all blocked spots have been unblocked, so we need two passes */
for (pass = 1; pass <= (Blind ? 1 : 2); ++pass) {
for (x = reg->bounding_box.lx; x <= reg->bounding_box.hx; x++) {
for (y = reg->bounding_box.ly; y <= reg->bounding_box.hy; y++) {
if (inside_region(reg, x, y)) {
if (pass == 1) {
if (!does_block(x, y, &levl[x][y]))
unblock_point(x, y);
} else { /* pass==2 */
if (!u.uswallow) {
if (u_at(x, y))
gg.gas_cloud_diss_within = TRUE;
else if (cansee(x, y))
gg.gas_cloud_diss_seen++;
}
}
}
}
}
}
return TRUE; /* OK, it's gone, you can free it! */
}
/* returns True if p2 is killed by region p1, False otherwise */
boolean
inside_gas_cloud(genericptr_t p1, genericptr_t p2)
{
NhRegion *reg = (NhRegion *) p1;
struct monst *mtmp = (struct monst *) p2;
struct monst *umon = mtmp ? mtmp : &gy.youmonst;
int dam = reg->arg.a_int;
/*
* Gas clouds can't be targeted at water locations, but they can
* start next to water and spread over it.
*/
/* fog clouds maintain gas clouds, even poisonous ones */
if (reg->ttl < 20 && umon && umon->data == &mons[PM_FOG_CLOUD])
reg->ttl += 5;
if (dam < 1)
return FALSE; /* if no damage then there's nothing to do here... */
if (!mtmp) { /* hero is indicated by Null rather than by &youmonst */
if (m_poisongas_ok(&gy.youmonst) == M_POISONGAS_OK)
return FALSE;
if (!Blind) {
Your("%s sting.", makeplural(body_part(EYE)));
make_blinded(1L, FALSE);
}
if (!Poison_resistance) {
pline("%s is burning your %s!", Something,
makeplural(body_part(LUNG)));
You("cough and spit blood!");
wake_nearto(u.ux, u.uy, 2);
dam = Maybe_Half_Phys(rnd(dam) + 5);
if (Half_gas_damage) /* worn towel */
dam = (dam + 1) / 2;
losehp(dam, "gas cloud", KILLED_BY_AN);
monstunseesu(M_SEEN_POISON);
return FALSE;
} else {
You("cough!");
wake_nearto(u.ux, u.uy, 2);
monstseesu(M_SEEN_POISON);
return FALSE;
}
} else { /* A monster is inside the cloud */
mtmp = (struct monst *) p2;
if (m_poisongas_ok(mtmp) != M_POISONGAS_OK) {
if (!is_silent(mtmp->data)) {
if (cansee(mtmp->mx, mtmp->my)
|| (distu(mtmp->mx, mtmp->my) < 8))
pline("%s coughs!", Monnam(mtmp));
wake_nearto(mtmp->mx, mtmp->my, 2);
}
if (heros_fault(reg))
setmangry(mtmp, TRUE);
if (haseyes(mtmp->data) && mtmp->mcansee) {
mtmp->mblinded = 1;
mtmp->mcansee = 0;
}
if (resists_poison(mtmp))
return FALSE;
mtmp->mhp -= rnd(dam) + 5;
if (DEADMONSTER(mtmp)) {
if (heros_fault(reg))
killed(mtmp);
else
monkilled(mtmp, "gas cloud", AD_DRST);
if (DEADMONSTER(mtmp)) { /* not lifesaved */
return TRUE;
}
}
}
}
return FALSE; /* Monster is still alive */
}
staticfn boolean
is_hero_inside_gas_cloud(void)
{
int i;
for (i = 0; i < svn.n_regions; i++)
if (hero_inside(gr.regions[i])
&& gr.regions[i]->inside_f == INSIDE_GAS_CLOUD)
return TRUE;
return FALSE;
}
/* details of gas cloud creation which are common to create_gas_cloud()
and create_gas_cloud_selection() */
staticfn void
make_gas_cloud(
NhRegion *cloud,
int damage,
boolean inside_cloud)
{
if (!gi.in_mklev && !svc.context.mon_moving)
set_heros_fault(cloud); /* assume player has created it */
cloud->inside_f = INSIDE_GAS_CLOUD;
cloud->expire_f = EXPIRE_GAS_CLOUD;
cloud->arg = cg.zeroany;
cloud->arg.a_int = damage;
cloud->visible = TRUE;
cloud->glyph = cmap_to_glyph(damage ? S_poisoncloud : S_cloud);
add_region(cloud);
if (!gi.in_mklev && !inside_cloud && is_hero_inside_gas_cloud()) {
You("are enveloped in a cloud of %s!",
/* FIXME: "steam" is wrong if this cloud is just the trail of
a fog cloud's movement; changing to "vapor" would handle
that but seems a step backward when it really is steam */
damage ? "noxious gas" : "steam");
iflags.last_msg = PLNMSG_ENVELOPED_IN_GAS;
}
}
/* Create a gas cloud which starts at (x,y) and grows outward from it via
* breadth-first search.
* cloudsize is the number of squares the cloud will attempt to fill.
* damage is how much it deals to afflicted creatures. */
#define MAX_CLOUD_SIZE 150
NhRegion *
create_gas_cloud(
coordxy x, coordxy y,
int cloudsize,
int damage)
{
NhRegion *cloud;
int i, j;
NhRect tmprect;
/* store visited coords */
coordxy xcoords[MAX_CLOUD_SIZE];
coordxy ycoords[MAX_CLOUD_SIZE];
xcoords[0] = x;
ycoords[0] = y;
int curridx;
int newidx = 1; /* initial spot is already taken */
boolean inside_cloud = is_hero_inside_gas_cloud();
/* a single-point cloud on hero and it deals no damage.
probably a natural cause of being polyed. don't message about it */
if (!svc.context.mon_moving && u_at(x, y) && cloudsize == 1
&& (!damage
|| (damage && m_poisongas_ok(&gy.youmonst) == M_POISONGAS_OK)))
inside_cloud = TRUE;
if (cloudsize > MAX_CLOUD_SIZE) {
impossible("create_gas_cloud: cloud too large (%d)!", cloudsize);
cloudsize = MAX_CLOUD_SIZE;
}
for (curridx = 0; curridx < newidx; curridx++) {
if (newidx >= cloudsize)
break;
int xx = xcoords[curridx];
int yy = ycoords[curridx];
/* Do NOT check for if there is already a gas cloud created at some
* other time at this position. They can overlap. */
/* Primitive Fisher-Yates-Knuth shuffle to randomize the order of
* directions chosen. */
coord dirs[4] = { {0, -1}, {0, 1}, {-1, 0}, {1, 0} };
for (i = 4; i > 0; --i) {
coordxy swapidx = rn2(i);
coord tmp = dirs[swapidx];
dirs[swapidx] = dirs[i - 1];
dirs[i - 1] = tmp;
}
int nvalid = 0; /* # of valid adjacent spots */
for (i = 0; i < 4; ++i) {
/* try all 4 cardinal directions */
int dx = dirs[i].x, dy = dirs[i].y;
boolean isunpicked = TRUE;
if (valid_cloud_pos(xx + dx, yy + dy)) {
nvalid++;
/* don't pick a location we've already picked */
for (j = 0; j < newidx; ++j) {
if (xcoords[j] == xx + dx && ycoords[j] == yy + dy) {
isunpicked = FALSE;
break;
}
}
/* randomly disrupt the natural breadth-first search, so that
* clouds released in open spaces don't always tend towards a
* rhombus shape */
if (nvalid == 4 && !rn2(2))
continue;
if (isunpicked) {
xcoords[newidx] = xx + dx;
ycoords[newidx] = yy + dy;
newidx++;
}
}
if (newidx >= cloudsize) {
/* don't try further directions */
break;
}
}
}
/* We have now either filled up xcoord and ycoord entirely or run out
of space. In either case, newidx is the correct total number of
coordinates inserted. */
cloud = create_region((NhRect *) 0, 0);
for (i = 0; i < newidx; ++i) {
tmprect.lx = tmprect.hx = xcoords[i];
tmprect.ly = tmprect.hy = ycoords[i];
add_rect_to_reg(cloud, &tmprect);
}
cloud->ttl = rn1(3, 4);
/* If cloud was constrained in small space, give it more time to live. */
cloud->ttl = (cloud->ttl * cloudsize) / newidx;
make_gas_cloud(cloud, damage, inside_cloud);
return cloud;
}
/* create a single gas cloud from selection */
NhRegion *
create_gas_cloud_selection(
struct selectionvar *sel,
int damage)
{
NhRegion *cloud;
NhRect tmprect;
coordxy x, y;
NhRect r = cg.zeroNhRect;
boolean inside_cloud = is_hero_inside_gas_cloud();
selection_getbounds(sel, &r);
cloud = create_region((NhRect *) 0, 0);
for (x = r.lx; x <= r.hx; x++)
for (y = r.ly; y <= r.hy; y++)
if (selection_getpoint(x, y, sel)) {
tmprect.lx = tmprect.hx = x;
tmprect.ly = tmprect.hy = y;
add_rect_to_reg(cloud, &tmprect);
}
make_gas_cloud(cloud, damage, inside_cloud);
return cloud;
}
/* for checking troubles during prayer; is hero at risk? */
boolean
region_danger(void)
{
int i, f_indx, n = 0;
for (i = 0; i < svn.n_regions; i++) {
/* only care about regions that hero is in */
if (!hero_inside(gr.regions[i]))
continue;
f_indx = gr.regions[i]->inside_f;
/* the only type of region we understand is gas_cloud */
if (f_indx == INSIDE_GAS_CLOUD) {
/* completely harmless if you don't need to breathe */
if (nonliving(gy.youmonst.data) || Breathless)
continue;
/* minor inconvenience if you're poison resistant;
not harmful enough to be a prayer-level trouble */
if (Poison_resistance)
continue;
++n;
}
}
return n ? TRUE : FALSE;
}
/* for fixing trouble at end of prayer;
danger detected at start of prayer might have expired by now */
void
region_safety(void)
{
NhRegion *r = 0;
int i, f_indx, n = 0;
for (i = 0; i < svn.n_regions; i++) {
/* only care about regions that hero is in */
if (!hero_inside(gr.regions[i]))
continue;
f_indx = gr.regions[i]->inside_f;
/* the only type of region we understand is gas_cloud */
if (f_indx == INSIDE_GAS_CLOUD) {
if (!n++ && gr.regions[i]->ttl >= 0)
r = gr.regions[i];
}
}
if (n > 1 || (n == 1 && !r)) {
/* multiple overlapping cloud regions or non-expiring one */
(void) safe_teleds(TELEDS_NO_FLAGS);
/* maybe there's no safe place available; must get hero out of danger
or prayer's "fix all troubles" result will get stuck in a loop */
if (region_danger()) {
set_itimeout(&HMagical_breathing, (long) (d(4, 4) + 4));
/* not already Breathless or wouldn't be in region danger */
You_feel("able to breathe.");
}
} else if (r) {
remove_region(r);
pline_The("gas cloud enveloping you dissipates.");
} else {
/* cloud dissipated on its own, so nothing needs to be done */
pline_The("gas cloud has dissipated.");
}
/* maybe cure blindness too */
if (BlindedTimeout == 1L)
make_blinded(0L, TRUE);
}
#endif /* !SFCTOOL */
/*region.c*/