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Comparing deliantra/server/common/map.C (file contents):
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC vs.
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "loader.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31sint8 maptile::outdoor_darkness;
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 32
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 71 * by the caller.
137 */ 72 */
138int 73int
139blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 75{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 77 * have already checked this.
146 */ 78 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 80 {
151 } 83 }
152 84
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
154 * directly. 86 * directly.
155 */ 87 */
156 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
157 89
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
159 92
160 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 95 * things we need to do for players.
163 */ 96 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0; 98 return 0;
166 99
167 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
173 */ 106 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 108 return 0;
176 109
177 if (ob->head != NULL)
178 ob = ob->head; 110 ob = ob->head_ ();
179 111
180 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
184 */ 116 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 118 {
187
188 /* This must be before the checks below. Code for inventory checkers. */ 119 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 121 {
122 bool have = check_inv_recursive (ob, tmp);
123
191 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
193 * pass through this space. 126 * pass through this space.
194 */ 127 */
195 if (tmp->last_sp) 128 if (tmp->last_sp)
196 { 129 {
197 if (check_inv_recursive (ob, tmp) == NULL) 130 if (!have)
198 return 1; 131 return 1;
199 else
200 continue;
201 } 132 }
202 else 133 else
203 { 134 {
204 /* In this case, the player must not have the object - 135 /* In this case, the player must not have the object -
205 * if they do, they can't pass through. 136 * if they do, they can't pass through.
206 */ 137 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 138 if (have)
208 return 1; 139 return 1;
209 else
210 continue;
211 } 140 }
212 } /* if check_inv */ 141 }
213 else 142 else
214 { 143 {
215 /* Broke apart a big nasty if into several here to make 144 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 145 * this more readable. first check - if the space blocks
217 * movement, can't move here. 146 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 147 * second - if a monster, can't move there, unless it is a
219 * hidden dm 148 * dm.
220 */ 149 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 150 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 151 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 152
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 153 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ])
225 return 1; 158 return 1;
226 } 159 }
227
228 } 160 }
161
229 return 0; 162 return 0;
230} 163}
231 164
232
233/* 165/*
234 * Returns true if the given object can't fit in the given spot. 166 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 167 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 168 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 169 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 170 * object and makes sure they can be inserted.
239 * 171 *
240 * While this doesn't call out of map, the get_map_flags does. 172 * While this doesn't call out of map, the get_map_flags does.
241 * 173 *
242 * This function has been used to deprecate arch_out_of_map - 174 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 175 * this function also does that check, and since in most cases,
254 * 186 *
255 * Note this used to be arch_blocked, but with new movement 187 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 188 * code, we need to have actual object to check its move_type
257 * against the move_block values. 189 * against the move_block values.
258 */ 190 */
259int 191bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 192object::blocked (maptile *m, int x, int y) const
261{ 193{
262 archetype *tmp; 194 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 195 {
196 mapxy pos (m, x + tmp->x, y + tmp->y);
276 197
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 198 if (!pos.normalise ())
278 { 199 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 200
281 if (flag & P_OUT_OF_MAP) 201 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 202
283 if (flag & P_IS_ALIVE) 203 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 204 return 1;
285 205
286 mapspace &ms = m1->at (sx, sy); 206 /* However, often ob doesn't have any move type
287 207 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 208 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 209 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 210 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 211 continue;
295 212
296 /* Note it is intentional that we check ob - the movement type of the 213 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 214 * head of the object should correspond for the entire object.
298 */ 215 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 216 if (ms.blocks (move_type))
300 return P_NO_PASS; 217 return 1;
301 } 218 }
302 219
303 return 0; 220 return 0;
304} 221}
305 222
323 240
324 insert_ob_in_ob (tmp, container); 241 insert_ob_in_ob (tmp, container);
325 tmp = next; 242 tmp = next;
326 } 243 }
327 244
328 /* sum_weight will go through and calculate what all the containers are 245 // go through and calculate what all the containers are carrying.
329 * carrying. 246 //TODO: remove
330 */ 247 container->update_weight ();
331 sum_weight (container); 248}
249
250void
251maptile::set_object_flag (int flag, int value)
252{
253 if (!spaces)
254 return;
255
256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
258 tmp->flag [flag] = value;
259}
260
261void
262maptile::post_load_original ()
263{
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
332} 272}
333 273
334/* link_multipart_objects go through all the objects on the map looking 274/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 275 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 276 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 277 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 278 */
340void 279void
341maptile::link_multipart_objects () 280maptile::link_multipart_objects ()
342{ 281{
343 if (!spaces) 282 if (!spaces)
344 return; 283 return;
345 284
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 285 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 286 {
287 object *op = ms->bot;
288 while (op)
348 { 289 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 290 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 291 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 292 {
363 op = arch_to_object (at); 293 op->remove ();
294 op->expand_tail ();
364 295
365 /* update x,y coordinates */ 296 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 297 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 298 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 299 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
300
301 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
302 // so we have to reset the iteration through the mapspace
380 } 303 }
304 else
305 op = op->above;
381 } 306 }
382
383 tmp = above;
384 } 307 }
385} 308}
386 309
387/* 310/*
388 * Loads (ands parses) the objects into a given map from the specified 311 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 312 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 313 */
392bool 314bool
393maptile::load_objects (object_thawer &thawer) 315maptile::_load_objects (object_thawer &f)
394{ 316{
395 int unique; 317 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 318 {
403 /* if the archetype for the object is null, means that we 319 coroapi::cede_to_tick (); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 320
405 * or editor will not be able to do anything with it either. 321 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 322 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 323 case KW_arch:
324 if (object *op = object::read (f, this))
325 {
326 // TODO: why?
327 if (op->inv)
328 op->update_weight ();
329
330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 {
332 // we insert manually because
333 // a) its way faster
334 // b) we remove manually, too, and there are good reasons for that
335 // c) it's correct
336 mapspace &ms = at (op->x, op->y);
337
338 op->flag [FLAG_REMOVED] = false;
339
340 op->above = 0;
341 op->below = ms.top;
342
343 *(ms.top ? &ms.top->above : &ms.bot) = op;
344
345 ms.top = op;
346 ms.flags_ = 0;
347 }
348 else
349 {
350 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 op->destroy ();
352 }
353 }
354
410 continue; 355 continue;
411 }
412 356
413 switch (i)
414 {
415 case LL_NORMAL:
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
417
418 if (op->inv)
419 sum_weight (op);
420
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 357 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 358 return true;
426 op->head = prev, last_more->more = op, last_more = op; 359
360 default:
361 if (!f.parse_error ("map file"))
362 return false;
427 break; 363 break;
428 } 364 }
429 365
430 op = object::create (); 366 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 367 }
451#endif
452 368
453 return true; 369 return true;
454} 370}
455 371
456void 372void
457maptile::activate () 373maptile::activate ()
458{ 374{
459 if (!spaces) 375 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 378 op->activate_recursive ();
465} 379}
466 380
467void 381void
468maptile::deactivate () 382maptile::deactivate ()
469{ 383{
470 if (!spaces) 384 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 387 op->deactivate_recursive ();
476} 388}
477 389
478bool 390bool
479maptile::save_objects (object_freezer &freezer, int flags) 391maptile::_save_objects (object_freezer &f, int flags)
480{ 392{
393 coroapi::cede_to_tick ();
394
481 if (flags & IO_HEADER) 395 if (flags & IO_HEADER)
482 save_header (freezer); 396 _save_header (f);
483 397
484 if (!spaces) 398 if (!spaces)
485 return false; 399 return false;
486 400
487 for (int i = 0; i < size (); ++i) 401 for (int i = 0; i < size (); ++i)
488 { 402 {
489 int unique = 0; 403 bool unique = 0;
404
490 for (object *op = spaces [i].bot; op; op = op->above) 405 for (object *op = spaces [i].bot; op; op = op->above)
491 { 406 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 407 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 408
495 if (!op->can_map_save ()) 409 if (expect_false (!op->can_map_save ()))
496 continue; 410 continue;
497 411
498 if (unique || op->flag [FLAG_UNIQUE]) 412 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 413 {
500 if (flags & IO_UNIQUES) 414 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 415 op->write (f);
502 } 416 }
503 else if (flags & IO_OBJECTS) 417 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 418 op->write (f);
505 } 419 }
506 } 420 }
507 421
422 coroapi::cede_to_tick ();
423
508 return true; 424 return true;
509} 425}
510 426
511bool 427bool
512maptile::load_objects (const char *path, bool skip_header) 428maptile::_save_objects (const char *path, int flags)
513{ 429{
514 object_thawer thawer (path); 430 object_freezer freezer;
515 431
516 if (!thawer) 432 if (!_save_objects (freezer, flags))
517 return false; 433 return false;
518 434
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path); 435 return freezer.save (path);
542} 436}
543 437
544maptile::maptile () 438maptile::maptile ()
545{ 439{
546 in_memory = MAP_SWAPPED; 440 in_memory = MAP_SWAPPED;
547 441
548 /* The maps used to pick up default x and y values from the 442 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
550 */ 444 */
551 width = 16; 445 width = 16;
552 height = 16; 446 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 447 timeout = 300;
555 enter_x = 0; 448 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 449 max_volume = 2000000; // 2m³
557} 450}
558 451
559maptile::maptile (int w, int h) 452maptile::maptile (int w, int h)
560{ 453{
561 in_memory = MAP_SWAPPED; 454 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 600 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 601 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 602 * MSW 2001-07-01
710 */ 603 */
711bool 604bool
712maptile::load_header (object_thawer &thawer) 605maptile::_load_header (object_thawer &thawer)
713{ 606{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 607 for (;;)
719 { 608 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 609 switch (thawer.kw)
723 { 610 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 611 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 612 thawer.get_ml (KW_endmsg, msg);
733 break; 613 break;
734 614
735 case KW_lore: // CF+ extension 615 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 646 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 647 case KW_sky: thawer.get (sky); break;
768 648
769 case KW_per_player: thawer.get (per_player); break; 649 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 650 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
771 653
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 654 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 656
775 // old names new names 657 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 658 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 659 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 668 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 669 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 670 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 671 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
676
677 case KW_end:
678 thawer.next ();
679 return true;
680
791 default: 681 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 682 if (!thawer.parse_error ("map", 0))
683 return false;
793 break; 684 break;
794 } 685 }
686
687 thawer.next ();
795 } 688 }
796 689
797 abort (); 690 abort ();
798}
799
800bool
801maptile::load_header (const char *path)
802{
803 object_thawer thawer (path);
804
805 if (!thawer)
806 return false;
807
808 return load_header (thawer);
809} 691}
810 692
811/****************************************************************************** 693/******************************************************************************
812 * This is the start of unique map handling code 694 * This is the start of unique map handling code
813 *****************************************************************************/ 695 *****************************************************************************/
824 object *above = op->above; 706 object *above = op->above;
825 707
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827 unique = 1; 709 unique = 1;
828 710
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 {
831 op->destroy_inv (false);
832 op->destroy (); 712 op->destroy ();
833 }
834 713
835 op = above; 714 op = above;
836 } 715 }
837 } 716 }
838} 717}
839 718
840bool 719bool
841maptile::save_header (object_freezer &freezer) 720maptile::_save_header (object_freezer &freezer)
842{ 721{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 722#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 723#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 724
846 MAP_OUT2 (arch, "map"); 725 MAP_OUT2 (arch, "map");
848 if (name) MAP_OUT (name); 727 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 728 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 729 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 730 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 731 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
853 MAP_OUT (difficulty); 734 MAP_OUT (difficulty);
854 735
855 if (region) MAP_OUT2 (region, region->name); 736 if (default_region) MAP_OUT2 (region, default_region->name);
856 737
857 if (shopitems) 738 if (shopitems)
858 { 739 {
859 char shop[MAX_BUF]; 740 char shop[MAX_BUF];
860 print_shop_string (this, shop); 741 print_shop_string (this, shop);
895 776
896 return true; 777 return true;
897} 778}
898 779
899bool 780bool
900maptile::save_header (const char *path) 781maptile::_save_header (const char *path)
901{ 782{
902 object_freezer freezer; 783 object_freezer freezer;
903 784
904 if (!save_header (freezer)) 785 if (!_save_header (freezer))
905 return false; 786 return false;
906 787
907 return freezer.save (path); 788 return freezer.save (path);
908} 789}
909 790
911 * Remove and free all objects in the given map. 792 * Remove and free all objects in the given map.
912 */ 793 */
913void 794void
914maptile::clear () 795maptile::clear ()
915{ 796{
916 if (!spaces) 797 if (spaces)
917 return; 798 {
918
919 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
920 while (object *op = ms->bot) 800 while (object *op = ms->bot)
921 { 801 {
802 // manually remove, as to not trigger anything
803 if (ms->bot = op->above)
804 ms->bot->below = 0;
805
806 op->flag [FLAG_REMOVED] = true;
807
808 object *head = op->head_ ();
922 if (op->head) 809 if (op == head)
923 op = op->head;
924
925 op->destroy_inv (false);
926 op->destroy (); 810 op->destroy ();
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
816 }
817
818 sfree0 (spaces, size ());
927 } 819 }
928
929 sfree (spaces, size ()), spaces = 0;
930 820
931 if (buttons) 821 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
933} 826}
934 827
935void 828void
936maptile::clear_header () 829maptile::clear_header ()
937{ 830{
969 attachable::do_destroy (); 862 attachable::do_destroy ();
970 863
971 clear (); 864 clear ();
972} 865}
973 866
974/* 867/* decay and destroy perishable items in a map */
975 * Updates every button on the map (by calling update_button() for them).
976 */
977void 868void
978maptile::update_buttons () 869maptile::do_decay_objects ()
979{ 870{
980 for (oblinkpt *obp = buttons; obp; obp = obp->next) 871 if (!spaces)
981 for (objectlink *ol = obp->link; ol; ol = ol->next) 872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
982 { 876 {
983 if (!ol->ob) 877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
984 { 893 {
985 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 894 op->stats.dam--;
986 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 895 if (op->stats.dam < 0)
987 continue; 896 destroy = 1;
988 } 897 }
989 898 else if (op->is_armor ())
990 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
991 { 899 {
992 update_button (ol->ob); 900 op->stats.ac--;
993 break; 901 if (op->stats.ac < 0)
902 destroy = 1;
994 } 903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
995 } 931 }
996} 932}
997 933
998/* 934/*
999 * This routine is supposed to find out the difficulty of the map. 935 * This routine is supposed to find out the difficulty of the map.
1000 * difficulty does not have a lot to do with character level, 936 * difficulty does not have a lot to do with character level,
1001 * but does have a lot to do with treasure on the map. 937 * but does have a lot to do with treasure on the map.
1002 * 938 *
1003 * Difficulty can now be set by the map creature. If the value stored 939 * Difficulty can now be set by the map creator. If the value stored
1004 * in the map is zero, then use this routine. Maps should really 940 * in the map is zero, then use this routine. Maps should really
1005 * have a difficulty set than using this function - human calculation 941 * have a difficulty set rather than using this function - human calculation
1006 * is much better than this functions guesswork. 942 * is much better than this function's guesswork.
1007 */ 943 */
1008int 944int
1009maptile::estimate_difficulty () const 945maptile::estimate_difficulty () const
1010{ 946{
1011 long monster_cnt = 0; 947 long monster_cnt = 0;
1023 959
1024 if (QUERY_FLAG (op, FLAG_GENERATOR)) 960 if (QUERY_FLAG (op, FLAG_GENERATOR))
1025 { 961 {
1026 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
1027 963
1028 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 964 if (archetype *at = op->other_arch)
965 {
1029 total_exp += at->clone.stats.exp * 8; 966 total_exp += at->stats.exp * 8;
1030
1031 monster_cnt++; 967 monster_cnt++;
968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
1032 } 975 }
1033 } 976 }
1034 977
1035 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
1036 979
1049 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1050 */ 993 */
1051int 994int
1052maptile::change_map_light (int change) 995maptile::change_map_light (int change)
1053{ 996{
1054 int new_level = darkness + change;
1055
1056 /* Nothing to do */ 997 /* Nothing to do */
1057 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 998 if (!change)
1058 return 0; 999 return 0;
1059 1000
1060 /* inform all players on the map */ 1001 /* inform all players on the map */
1061 if (change > 0) 1002 if (change > 0)
1062 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1063 else 1004 else
1064 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1065 1006
1066 /* Do extra checking. since darkness is a unsigned value, 1007 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1067 * we need to be extra careful about negative values.
1068 * In general, the checks below are only needed if change
1069 * is not +/-1
1070 */
1071 if (new_level < 0)
1072 darkness = 0;
1073 else if (new_level >= MAX_DARKNESS)
1074 darkness = MAX_DARKNESS;
1075 else
1076 darkness = new_level;
1077 1008
1078 /* All clients need to get re-updated for the change */ 1009 /* All clients need to get re-updated for the change */
1079 update_all_map_los (this); 1010 update_all_map_los (this);
1011
1080 return 1; 1012 return 1;
1081} 1013}
1082 1014
1083/* 1015/*
1084 * This function updates various attributes about a specific space 1016 * This function updates various attributes about a specific space
1087 * through, etc) 1019 * through, etc)
1088 */ 1020 */
1089void 1021void
1090mapspace::update_ () 1022mapspace::update_ ()
1091{ 1023{
1092 object *tmp, *last = 0; 1024 object *last = 0;
1093 uint8 flags = 0, light = 0, anywhere = 0; 1025 uint8 flags = P_UPTODATE, anywhere = 0;
1094 New_Face *top, *floor, *middle; 1026 sint8 light = 0;
1095 object *top_obj, *floor_obj, *middle_obj;
1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1097 1028
1098 middle = blank_face; 1029 //object *middle = 0;
1099 top = blank_face; 1030 //object *top = 0;
1100 floor = blank_face; 1031 //object *floor = 0;
1032 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0;
1101 1036
1102 middle_obj = 0;
1103 top_obj = 0;
1104 floor_obj = 0;
1105
1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1107 { 1038 {
1108 /* This could be made additive I guess (two lights better than 1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1109 * one). But if so, it shouldn't be a simple additive - 2
1110 * light bulbs do not illuminate twice as far as once since
1111 * it is a dissapation factor that is cubed.
1112 */
1113 if (tmp->glow_radius > light)
1114 light = tmp->glow_radius; 1040 light += tmp->glow_radius;
1115 1041
1116 /* This call is needed in order to update objects the player 1042 /* This call is needed in order to update objects the player
1117 * is standing in that have animations (ie, grass, fire, etc). 1043 * is standing in that have animations (ie, grass, fire, etc).
1118 * However, it also causes the look window to be re-drawn 1044 * However, it also causes the look window to be re-drawn
1119 * 3 times each time the player moves, because many of the 1045 * 3 times each time the player moves, because many of the
1122 * Always put the player down for drawing. 1048 * Always put the player down for drawing.
1123 */ 1049 */
1124 if (!tmp->invisible) 1050 if (!tmp->invisible)
1125 { 1051 {
1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127 {
1128 top = tmp->face;
1129 top_obj = tmp; 1053 top = tmp;
1130 }
1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 { 1055 {
1133 /* If we got a floor, that means middle and top were below it, 1056 /* If we got a floor, that means middle and top were below it,
1134 * so should not be visible, so we clear them. 1057 * so should not be visible, so we clear them.
1135 */ 1058 */
1136 middle = blank_face; 1059 middle = 0;
1137 top = blank_face; 1060 top = 0;
1138 floor = tmp->face;
1139 floor_obj = tmp; 1061 floor = tmp;
1140 } 1062 }
1141 /* Flag anywhere have high priority */ 1063 /* Flag anywhere have high priority */
1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 { 1065 {
1144 middle = tmp->face;
1145
1146 middle_obj = tmp; 1066 middle = tmp;
1147 anywhere = 1; 1067 anywhere = 1;
1148 } 1068 }
1069
1149 /* Find the highest visible face around. If equal 1070 /* Find the highest visible face around. If equal
1150 * visibilities, we still want the one nearer to the 1071 * visibilities, we still want the one nearer to the
1151 * top 1072 * top
1152 */ 1073 */
1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1154 {
1155 middle = tmp->face;
1156 middle_obj = tmp; 1075 middle = tmp;
1157 }
1158 } 1076 }
1159 1077
1160 if (tmp == tmp->above) 1078 if (tmp == tmp->above)
1161 { 1079 {
1162 LOG (llevError, "Error in structure of map\n"); 1080 LOG (llevError, "Error in structure of map\n");
1175 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1176 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1177 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1178 } 1096 }
1179 1097
1180 this->light = light; 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1181 this->flags_ = flags; 1099 this->flags_ = flags;
1182 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1183 this->move_on = move_on; 1101 this->move_on = move_on;
1184 this->move_off = move_off; 1102 this->move_off = move_off;
1185 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1197 * middle face. This should not happen, as we already have the 1115 * middle face. This should not happen, as we already have the
1198 * else statement above so middle should not get set. OTOH, it 1116 * else statement above so middle should not get set. OTOH, it
1199 * may be possible for the faces to match but be different objects. 1117 * may be possible for the faces to match but be different objects.
1200 */ 1118 */
1201 if (top == middle) 1119 if (top == middle)
1202 middle = blank_face; 1120 middle = 0;
1203 1121
1204 /* There are three posibilities at this point: 1122 /* There are three posibilities at this point:
1205 * 1) top face is set, need middle to be set. 1123 * 1) top face is set, need middle to be set.
1206 * 2) middle is set, need to set top. 1124 * 2) middle is set, need to set top.
1207 * 3) neither middle or top is set - need to set both. 1125 * 3) neither middle or top is set - need to set both.
1208 */ 1126 */
1209 1127
1210 for (tmp = last; tmp; tmp = tmp->below) 1128 for (object *tmp = last; tmp; tmp = tmp->below)
1211 { 1129 {
1212 /* Once we get to a floor, stop, since we already have a floor object */ 1130 /* Once we get to a floor, stop, since we already have a floor object */
1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break; 1132 break;
1215 1133
1216 /* If two top faces are already set, quit processing */ 1134 /* If two top faces are already set, quit processing */
1217 if ((top != blank_face) && (middle != blank_face)) 1135 if (top && middle)
1218 break; 1136 break;
1219 1137
1220 /* Only show visible faces, unless its the editor - show all */ 1138 /* Only show visible faces */
1221 if (!tmp->invisible || editor) 1139 if (!tmp->invisible)
1222 { 1140 {
1223 /* Fill in top if needed */ 1141 /* Fill in top if needed */
1224 if (top == blank_face) 1142 if (!top)
1225 { 1143 {
1226 top = tmp->face;
1227 top_obj = tmp; 1144 top = tmp;
1228 if (top == middle) 1145 if (top == middle)
1229 middle = blank_face; 1146 middle = 0;
1230 } 1147 }
1231 else 1148 else
1232 { 1149 {
1233 /* top is already set - we should only get here if 1150 /* top is already set - we should only get here if
1234 * middle is not set 1151 * middle is not set
1235 * 1152 *
1236 * Set the middle face and break out, since there is nothing 1153 * Set the middle face and break out, since there is nothing
1237 * more to fill in. We don't check visiblity here, since 1154 * more to fill in. We don't check visiblity here, since
1238 * 1155 *
1239 */ 1156 */
1240 if (tmp->face != top) 1157 if (tmp != top)
1241 { 1158 {
1242 middle = tmp->face;
1243 middle_obj = tmp; 1159 middle = tmp;
1244 break; 1160 break;
1245 } 1161 }
1246 } 1162 }
1247 } 1163 }
1248 } 1164 }
1249 1165
1250 if (middle == floor) 1166 if (middle == floor)
1251 middle = blank_face; 1167 middle = 0;
1252 1168
1253 if (top == middle) 1169 if (top == middle)
1254 middle = blank_face; 1170 middle = 0;
1255 1171
1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1172#if 0
1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1173 faces_obj [0] = top;
1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1174 faces_obj [1] = middle;
1175 faces_obj [2] = floor;
1176#endif
1259} 1177}
1260 1178
1261/* this updates the orig_map->tile_map[tile_num] value after loading 1179uint64
1262 * the map. It also takes care of linking back the freshly loaded 1180mapspace::volume () const
1263 * maps tile_map values if it tiles back to this one. It returns
1264 * the value of orig_map->tile_map[tile_num]. It really only does this
1265 * so that it is easier for calling functions to verify success.
1266 */
1267static maptile *
1268load_and_link_tiled_map (maptile *orig_map, int tile_num)
1269{ 1181{
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1182 uint64 vol = 0;
1271 1183
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1184 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1273 { 1185 vol += op->volume ();
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1186
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1187 return vol;
1276 &orig_map->tile_path[tile_num], &orig_map->path); 1188}
1277 mp = new maptile (1, 1); 1189
1278 mp->alloc (); 1190maptile *
1279 mp->in_memory = MAP_IN_MEMORY; 1191maptile::tile_available (int dir, bool load)
1192{
1193 if (tile_path[dir])
1280 } 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1281 1197
1282 int dest_tile = (tile_num + 2) % 4; 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1283 1201
1284 orig_map->tile_map[tile_num] = mp;
1285
1286 // optimisation: back-link map to origin map if euclidean
1287 //TODO: non-euclidean maps MUST GO
1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1290
1291 return mp; 1202 return 0;
1292} 1203}
1293 1204
1294/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1309 if (!m) 1220 if (!m)
1310 return 0; 1221 return 0;
1311 1222
1312 if (x < 0) 1223 if (x < 0)
1313 { 1224 {
1314 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1315 return 1; 1226 return 1;
1316 1227
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1229 }
1322 1230
1323 if (x >= m->width) 1231 if (x >= m->width)
1324 { 1232 {
1325 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1326 return 1; 1234 return 1;
1327 1235
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1237 }
1333 1238
1334 if (y < 0) 1239 if (y < 0)
1335 { 1240 {
1336 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1337 return 1; 1242 return 1;
1338 1243
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1245 }
1344 1246
1345 if (y >= m->height) 1247 if (y >= m->height)
1346 { 1248 {
1347 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1348 return 1; 1250 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2);
1352 1251
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1253 }
1355 1254
1356 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1361 1260
1362/* This is basically the same as out_of_map above, but 1261/* This is basically the same as out_of_map above, but
1363 * instead we return NULL if no map is valid (coordinates 1262 * instead we return NULL if no map is valid (coordinates
1364 * out of bounds and no tiled map), otherwise it returns 1263 * out of bounds and no tiled map), otherwise it returns
1365 * the map as that the coordinates are really on, and 1264 * the map as that the coordinates are really on, and
1366 * updates x and y to be the localized coordinates. 1265 * updates x and y to be the localised coordinates.
1367 * Using this is more efficient of calling out_of_map 1266 * Using this is more efficient of calling out_of_map
1368 * and then figuring out what the real map is 1267 * and then figuring out what the real map is
1369 */ 1268 */
1370maptile * 1269maptile *
1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1271{
1373 if (*x < 0) 1272 if (x < 0)
1374 { 1273 {
1375 if (!m->tile_path[3]) 1274 if (!tile_available (3))
1376 return 0; 1275 return 0;
1377 1276
1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1379 load_and_link_tiled_map (m, 3);
1380
1381 *x += m->tile_map[3]->width; 1277 x += tile_map[3]->width;
1382 return (get_map_from_coord (m->tile_map[3], x, y)); 1278 return tile_map[3]->xy_find (x, y);
1383 } 1279 }
1384 1280
1385 if (*x >= m->width) 1281 if (x >= width)
1386 { 1282 {
1387 if (!m->tile_path[1]) 1283 if (!tile_available (1))
1388 return 0; 1284 return 0;
1389 1285
1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1391 load_and_link_tiled_map (m, 1);
1392
1393 *x -= m->width; 1286 x -= width;
1394 return (get_map_from_coord (m->tile_map[1], x, y)); 1287 return tile_map[1]->xy_find (x, y);
1395 } 1288 }
1396 1289
1397 if (*y < 0) 1290 if (y < 0)
1398 { 1291 {
1399 if (!m->tile_path[0]) 1292 if (!tile_available (0))
1400 return 0; 1293 return 0;
1401 1294
1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1403 load_and_link_tiled_map (m, 0);
1404
1405 *y += m->tile_map[0]->height; 1295 y += tile_map[0]->height;
1406 return (get_map_from_coord (m->tile_map[0], x, y)); 1296 return tile_map[0]->xy_find (x, y);
1407 } 1297 }
1408 1298
1409 if (*y >= m->height) 1299 if (y >= height)
1410 { 1300 {
1411 if (!m->tile_path[2]) 1301 if (!tile_available (2))
1412 return 0; 1302 return 0;
1413 1303
1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1415 load_and_link_tiled_map (m, 2);
1416
1417 *y -= m->height; 1304 y -= height;
1418 return (get_map_from_coord (m->tile_map[2], x, y)); 1305 return tile_map[2]->xy_find (x, y);
1419 } 1306 }
1420 1307
1421 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1422 * map. 1309 * map.
1423 */ 1310 */
1424 return m; 1311 return this;
1425} 1312}
1426 1313
1427/** 1314/**
1428 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
1429 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
1430 */ 1317 */
1431static int 1318int
1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{ 1320{
1434 if (!map1 || !map2) 1321 if (!map1 || !map2)
1435 return 0; 1322 return 0;
1436 1323
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 //fix: compare paths instead (this is likely faster, too!)
1437 if (map1 == map2) 1326 if (map1 == map2)
1438 { 1327 {
1439 *dx = 0; 1328 *dx = 0;
1440 *dy = 0; 1329 *dy = 0;
1441 } 1330 }
1501 } 1390 }
1502 else 1391 else
1503 return 0; 1392 return 0;
1504 1393
1505 return 1; 1394 return 1;
1395}
1396
1397maptile *
1398maptile::xy_load (sint16 &x, sint16 &y)
1399{
1400 maptile *map = xy_find (x, y);
1401
1402 if (map)
1403 map->load_sync ();
1404
1405 return map;
1406}
1407
1408maptile *
1409get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410{
1411 return m->xy_load (*x, *y);
1506} 1412}
1507 1413
1508/* From map.c 1414/* From map.c
1509 * This is used by get_player to determine where the other 1415 * This is used by get_player to determine where the other
1510 * creature is. get_rangevector takes into account map tiling, 1416 * creature is. get_rangevector takes into account map tiling,
1511 * so you just can not look the the map coordinates and get the 1417 * so you just can not look the the map coordinates and get the
1512 * righte value. distance_x/y are distance away, which 1418 * righte value. distance_x/y are distance away, which
1513 * can be negativbe. direction is the crossfire direction scheme 1419 * can be negative. direction is the crossfire direction scheme
1514 * that the creature should head. part is the part of the 1420 * that the creature should head. part is the part of the
1515 * monster that is closest. 1421 * monster that is closest.
1516 * 1422 *
1517 * get_rangevector looks at op1 and op2, and fills in the 1423 * get_rangevector looks at op1 and op2, and fills in the
1518 * structure for op1 to get to op2. 1424 * structure for op1 to get to op2.
1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{ 1436{
1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 { 1438 {
1533 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1534 retval->distance = 100000; 1440 retval->distance = 10000;
1535 retval->distance_x = 32767; 1441 retval->distance_x = 10000;
1536 retval->distance_y = 32767; 1442 retval->distance_y = 10000;
1537 retval->direction = 0; 1443 retval->direction = 0;
1538 retval->part = 0; 1444 retval->part = 0;
1539 } 1445 }
1540 else 1446 else
1541 { 1447 {
1546 1452
1547 best = op1; 1453 best = op1;
1548 /* If this is multipart, find the closest part now */ 1454 /* If this is multipart, find the closest part now */
1549 if (!(flags & 0x1) && op1->more) 1455 if (!(flags & 0x1) && op1->more)
1550 { 1456 {
1551 object *tmp;
1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1457 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1553 1458
1554 /* we just take the offset of the piece to head to figure 1459 /* we just take the offset of the piece to head to figure
1555 * distance instead of doing all that work above again 1460 * distance instead of doing all that work above again
1556 * since the distance fields we set above are positive in the 1461 * since the distance fields we set above are positive in the
1557 * same axis as is used for multipart objects, the simply arithmetic 1462 * same axis as is used for multipart objects, the simply arithmetic
1558 * below works. 1463 * below works.
1559 */ 1464 */
1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1465 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1561 { 1466 {
1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1467 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1468 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1564 if (tmpi < best_distance) 1469 if (tmpi < best_distance)
1565 { 1470 {
1566 best_distance = tmpi; 1471 best_distance = tmpi;
1567 best = tmp; 1472 best = tmp;
1568 } 1473 }
1569 } 1474 }
1475
1570 if (best != op1) 1476 if (best != op1)
1571 { 1477 {
1572 retval->distance_x += op1->x - best->x; 1478 retval->distance_x += op1->x - best->x;
1573 retval->distance_y += op1->y - best->y; 1479 retval->distance_y += op1->y - best->y;
1574 } 1480 }
1575 } 1481 }
1482
1576 retval->part = best; 1483 retval->part = best;
1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1484 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1485 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1579 } 1486 }
1580} 1487}
1581 1488
1582/* this is basically the same as get_rangevector above, but instead of 1489/* this is basically the same as get_rangevector above, but instead of
1587 * flags has no meaning for this function at this time - I kept it in to 1494 * flags has no meaning for this function at this time - I kept it in to
1588 * be more consistant with the above function and also in case they are needed 1495 * be more consistant with the above function and also in case they are needed
1589 * for something in the future. Also, since no object is pasted, the best 1496 * for something in the future. Also, since no object is pasted, the best
1590 * field of the rv_vector is set to NULL. 1497 * field of the rv_vector is set to NULL.
1591 */ 1498 */
1592
1593void 1499void
1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1500get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1595{ 1501{
1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1502 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 { 1503 {
1598 /* be conservative and fill in _some_ data */ 1504 /* be conservative and fill in _some_ data */
1599 retval->distance = 100000; 1505 retval->distance = 100000;
1605 else 1511 else
1606 { 1512 {
1607 retval->distance_x += op2->x - x; 1513 retval->distance_x += op2->x - x;
1608 retval->distance_y += op2->y - y; 1514 retval->distance_y += op2->y - y;
1609 1515
1610 retval->part = NULL; 1516 retval->part = 0;
1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1613 } 1519 }
1614} 1520}
1615 1521
1616/* Returns true of op1 and op2 are effectively on the same map 1522/* Returns true of op1 and op2 are effectively on the same map
1630} 1536}
1631 1537
1632object * 1538object *
1633maptile::insert (object *op, int x, int y, object *originator, int flags) 1539maptile::insert (object *op, int x, int y, object *originator, int flags)
1634{ 1540{
1635 if (!op->flag [FLAG_REMOVED])
1636 op->remove ();
1637
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639} 1542}
1640 1543
1544region *
1545maptile::region (int x, int y) const
1546{
1547 if (regions
1548 && regionmap
1549 && !OUT_OF_REAL_MAP (this, x, y))
1550 if (struct region *reg = regionmap [regions [y * width + x]])
1551 return reg;
1552
1553 if (default_region)
1554 return default_region;
1555
1556 return ::region::default_region ();
1557}
1558
1559/* picks a random object from a style map.
1560 */
1561object *
1562maptile::pick_random_object (rand_gen &gen) const
1563{
1564 /* while returning a null object will result in a crash, that
1565 * is actually preferable to an infinite loop. That is because
1566 * most servers will automatically restart in case of crash.
1567 * Change the logic on getting the random space - shouldn't make
1568 * any difference, but this seems clearer to me.
1569 */
1570 for (int i = 1000; --i;)
1571 {
1572 object *pick = at (gen (width), gen (height)).bot;
1573
1574 // do not prefer big monsters just because they are big.
1575 if (pick && pick->is_head ())
1576 return pick->head_ ();
1577 }
1578
1579 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug");
1581}
1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679}
1680
1681maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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