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Comparing deliantra/server/common/map.C (file contents):
Revision 1.96 by root, Thu Mar 15 14:23:02 2007 UTC vs.
Revision 1.166 by root, Wed Oct 21 00:44:39 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31sint8 maptile::outdoor_darkness;
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * 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
138 * by the caller. 71 * by the caller.
139 */ 72 */
140int 73int
141blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 75{
143 object *tmp;
144 int mflags, blocked;
145
146 /* 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
147 * have already checked this. 77 * have already checked this.
148 */ 78 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 80 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 82 return 1;
153 } 83 }
154 84
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 86
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 87 int mflags = ms.flags ();
88 int blocked = ms.move_block;
161 89
162 /* If space is currently not blocked by anything, no need to 90 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 91 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 92 * things we need to do for players.
165 */ 93 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 94 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 95 return 0;
168 96
169 /* if there isn't anytyhing alive on this space, and this space isn't 97 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 98 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 99 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 100 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 101 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 102 * let the player through (inventory checkers for example)
175 */ 103 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 104 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 105 return 0;
178 106
179 if (ob->head != NULL)
180 ob = ob->head; 107 ob = ob->head_ ();
181 108
182 /* We basically go through the stack of objects, and if there is 109 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 110 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 111 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 112 * ob is blocking it, so return 0.
186 */ 113 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 114 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 115 {
189 116 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 117 {
193 /* If last_sp is set, the player/monster needs an object, 118 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 119 if (RESULT_INT (0))
195 * pass through this space. 120 return 1;
196 */ 121 else
197 if (tmp->last_sp) 122 continue;
123
124 if (tmp->type == CHECK_INV)
198 { 125 {
199 if (check_inv_recursive (ob, tmp) == NULL) 126 bool have = check_inv_recursive (ob, tmp);
127
128 // last_sp set means we block if we don't have.
129 if (logical_xor (have, tmp->last_sp))
200 return 1; 130 return 1;
201 else 131 }
202 continue; 132 else if (tmp->type == T_MATCH)
133 {
134 // T_MATCH allows "entrance" iff the match is true
135 // == blocks if the match fails
136
137 // we could have used an INVOKE_OBJECT, but decided against it, as we
138 // assume that T_MATCH is relatively common.
139 if (!match (tmp->slaying, ob, tmp, ob))
140 return 1;
203 } 141 }
204 else 142 else
205 { 143 return 1; // unconditional block
206 /* In this case, the player must not have the object - 144
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 145 } else {
216 { 146 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 147 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 148 // blocks anything but wizards.
219 * movement, can't move here. 149
220 * second - if a monster, can't move there, unles it is a 150 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 151 && tmp->head_ () != ob
222 */ 152 && tmp != ob
223 if (OB_MOVE_BLOCK (ob, tmp)) 153 && tmp->type != DOOR
224 return 1; 154 && !tmp->flag [FLAG_WIZPASS])
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 155 return 1;
228 } 156 }
229
230 } 157 }
158
231 return 0; 159 return 0;
232} 160}
233 161
234/* 162/*
235 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
240 * 168 *
241 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
242 * 170 *
243 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
255 * 183 *
256 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
258 * against the move_block values. 186 * against the move_block values.
259 */ 187 */
260int 188bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
262{ 190{
263 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
277 194
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
279 { 196 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 197
282 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 199
284 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 201 return 1;
286 202
287 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
288 204 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 206 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 208 continue;
296 209
297 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
299 */ 212 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
301 return P_NO_PASS; 214 return 1;
302 } 215 }
303 216
304 return 0; 217 return 0;
305} 218}
306 219
324 237
325 insert_ob_in_ob (tmp, container); 238 insert_ob_in_ob (tmp, container);
326 tmp = next; 239 tmp = next;
327 } 240 }
328 241
329 /* sum_weight will go through and calculate what all the containers are 242 // go through and calculate what all the containers are carrying.
330 * carrying. 243 //TODO: remove
331 */ 244 container->update_weight ();
332 sum_weight (container);
333} 245}
334 246
335void 247void
336maptile::set_object_flag (int flag, int value) 248maptile::set_object_flag (int flag, int value)
337{ 249{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 255 tmp->flag [flag] = value;
344} 256}
345 257
258void
259maptile::post_load_original ()
260{
261 if (!spaces)
262 return;
263
264 set_object_flag (FLAG_OBJ_ORIGINAL);
265
266 for (mapspace *ms = spaces + size (); ms-- > spaces; )
267 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
268 INVOKE_OBJECT (RESET, tmp);
269}
270
346/* link_multipart_objects go through all the objects on the map looking 271/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 272 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 273 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 274 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 275 */
352void 276void
353maptile::link_multipart_objects () 277maptile::link_multipart_objects ()
354{ 278{
355 if (!spaces) 279 if (!spaces)
356 return; 280 return;
357 281
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 282 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 283 {
284 object *op = ms->bot;
285 while (op)
360 { 286 {
361 /* already multipart - don't do anything more */ 287 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 288 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 289 {
373 op = arch_to_object (at); 290 op->remove ();
291 op->expand_tail ();
374 292
375 /* update x,y coordinates */ 293 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 294 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 295 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 296 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
297
298 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
299 // so we have to reset the iteration through the mapspace
390 } 300 }
301 else
302 op = op->above;
391 } 303 }
392 } 304 }
393} 305}
394 306
395/* 307/*
396 * Loads (ands parses) the objects into a given map from the specified 308 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 309 * file pointer.
399bool 311bool
400maptile::_load_objects (object_thawer &f) 312maptile::_load_objects (object_thawer &f)
401{ 313{
402 for (;;) 314 for (;;)
403 { 315 {
404 coroapi::cede_every (1000); // cede once in a while 316 coroapi::cede_to_tick (); // cede once in a while
405 317
406 switch (f.kw) 318 switch (f.kw)
407 { 319 {
408 case KW_arch: 320 case KW_arch:
409 if (object *op = object::read (f, this)) 321 if (object *op = object::read (f, this))
410 { 322 {
323 // TODO: why?
411 if (op->inv) 324 if (op->inv)
412 sum_weight (op); 325 op->update_weight ();
413 326
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 327 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
328 {
329 // we insert manually because
330 // a) its way faster
331 // b) we remove manually, too, and there are good reasons for that
332 // c) it's correct
333 mapspace &ms = at (op->x, op->y);
334
335 op->flag [FLAG_REMOVED] = false;
336
337 op->above = 0;
338 op->below = ms.top;
339
340 *(ms.top ? &ms.top->above : &ms.bot) = op;
341
342 ms.top = op;
343 ms.flags_ = 0;
344 }
345 else
346 {
347 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
348 op->destroy ();
349 }
415 } 350 }
416 351
417 continue; 352 continue;
418 353
419 case KW_EOF: 354 case KW_EOF:
432} 367}
433 368
434void 369void
435maptile::activate () 370maptile::activate ()
436{ 371{
437 if (!spaces) 372 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 374 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 375 op->activate_recursive ();
443} 376}
444 377
445void 378void
446maptile::deactivate () 379maptile::deactivate ()
447{ 380{
448 if (!spaces) 381 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 384 op->deactivate_recursive ();
454} 385}
455 386
456bool 387bool
457maptile::_save_objects (object_freezer &f, int flags) 388maptile::_save_objects (object_freezer &f, int flags)
458{ 389{
459 static int cede_count = 0; 390 coroapi::cede_to_tick ();
460 391
461 if (flags & IO_HEADER) 392 if (flags & IO_HEADER)
462 _save_header (f); 393 _save_header (f);
463 394
464 if (!spaces) 395 if (!spaces)
465 return false; 396 return false;
466 397
467 for (int i = 0; i < size (); ++i) 398 for (int i = 0; i < size (); ++i)
468 { 399 {
469 if (cede_count >= 500)
470 {
471 cede_count = 0;
472 coroapi::cede ();
473 }
474
475 int unique = 0; 400 bool unique = 0;
401
476 for (object *op = spaces [i].bot; op; op = op->above) 402 for (object *op = spaces [i].bot; op; op = op->above)
477 { 403 {
478 // count per-object, but cede only when modification-safe
479 cede_count++;
480
481 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 404 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
482 unique = 1;
483 405
484 if (!op->can_map_save ()) 406 if (expect_false (!op->can_map_save ()))
485 continue; 407 continue;
486 408
487 if (unique || op->flag [FLAG_UNIQUE]) 409 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
488 { 410 {
489 if (flags & IO_UNIQUES) 411 if (flags & IO_UNIQUES)
490 op->write (f); 412 op->write (f);
491 } 413 }
492 else if (flags & IO_OBJECTS) 414 else if (expect_true (flags & IO_OBJECTS))
493 op->write (f); 415 op->write (f);
494 } 416 }
495 } 417 }
496 418
419 coroapi::cede_to_tick ();
420
497 return true; 421 return true;
498}
499
500bool
501maptile::_load_objects (const char *path, bool skip_header)
502{
503 object_thawer f (path);
504
505 if (!f)
506 return false;
507
508 f.next ();
509
510 if (skip_header)
511 for (;;)
512 {
513 keyword kw = f.kw;
514 f.skip ();
515 if (kw == KW_end)
516 break;
517 }
518
519 return _load_objects (f);
520} 422}
521 423
522bool 424bool
523maptile::_save_objects (const char *path, int flags) 425maptile::_save_objects (const char *path, int flags)
524{ 426{
655 return items; 557 return items;
656} 558}
657 559
658/* opposite of parse string, this puts the string that was originally fed in to 560/* opposite of parse string, this puts the string that was originally fed in to
659 * the map (or something equivilent) into output_string. */ 561 * the map (or something equivilent) into output_string. */
660static void 562static const char *
661print_shop_string (maptile *m, char *output_string) 563print_shop_string (maptile *m)
662{ 564{
663 int i; 565 static dynbuf_text buf; buf.clear ();
664 char tmp[MAX_BUF];
665 566
666 strcpy (output_string, "");
667 for (i = 0; i < m->shopitems[0].index; i++) 567 for (int i = 0; i < m->shopitems[0].index; i++)
668 { 568 {
669 if (m->shopitems[i].typenum) 569 if (m->shopitems[i].typenum)
670 { 570 {
671 if (m->shopitems[i].strength) 571 if (m->shopitems[i].strength)
672 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 572 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
673 else 573 else
674 sprintf (tmp, "%s;", m->shopitems[i].name); 574 buf.printf ("%s;", m->shopitems[i].name);
675 } 575 }
676 else 576 else
677 { 577 {
678 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
679 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 579 buf.printf ("*:%d;", m->shopitems[i].strength);
680 else 580 else
681 sprintf (tmp, "*"); 581 buf.printf ("*");
682 } 582 }
683
684 strcat (output_string, tmp);
685 } 583 }
584
585 return buf;
686} 586}
687 587
688/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
689 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
690 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
699bool 599bool
700maptile::_load_header (object_thawer &thawer) 600maptile::_load_header (object_thawer &thawer)
701{ 601{
702 for (;;) 602 for (;;)
703 { 603 {
704 keyword kw = thawer.get_kv ();
705
706 switch (kw) 604 switch (thawer.kw)
707 { 605 {
708 case KW_msg: 606 case KW_msg:
709 thawer.get_ml (KW_endmsg, msg); 607 thawer.get_ml (KW_endmsg, msg);
710 break; 608 break;
711 609
743 case KW_winddir: thawer.get (winddir); break; 641 case KW_winddir: thawer.get (winddir); break;
744 case KW_sky: thawer.get (sky); break; 642 case KW_sky: thawer.get (sky); break;
745 643
746 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
747 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
748 648
749 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: default_region = region::find (thawer.get_str ()); break;
750 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
751 651
752 // old names new names 652 // old names new names
763 case KW_tile_path_1: thawer.get (tile_path [0]); break; 663 case KW_tile_path_1: thawer.get (tile_path [0]); break;
764 case KW_tile_path_2: thawer.get (tile_path [1]); break; 664 case KW_tile_path_2: thawer.get (tile_path [1]); break;
765 case KW_tile_path_3: thawer.get (tile_path [2]); break; 665 case KW_tile_path_3: thawer.get (tile_path [2]); break;
766 case KW_tile_path_4: thawer.get (tile_path [3]); break; 666 case KW_tile_path_4: thawer.get (tile_path [3]); break;
767 667
668 case KW_ERROR:
669 set_key_text (thawer.kw_str, thawer.value);
670 break;
671
768 case KW_end: 672 case KW_end:
673 thawer.next ();
769 return true; 674 return true;
770 675
771 default: 676 default:
772 if (!thawer.parse_error ("map", 0)) 677 if (!thawer.parse_error ("map", 0))
773 return false; 678 return false;
774 break; 679 break;
775 } 680 }
681
682 thawer.next ();
776 } 683 }
777 684
778 abort (); 685 abort ();
779}
780
781bool
782maptile::_load_header (const char *path)
783{
784 object_thawer thawer (path);
785
786 if (!thawer)
787 return false;
788
789 return _load_header (thawer);
790} 686}
791 687
792/****************************************************************************** 688/******************************************************************************
793 * This is the start of unique map handling code 689 * This is the start of unique map handling code
794 *****************************************************************************/ 690 *****************************************************************************/
805 object *above = op->above; 701 object *above = op->above;
806 702
807 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
808 unique = 1; 704 unique = 1;
809 705
810 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
811 {
812 op->destroy_inv (false);
813 op->destroy (); 707 op->destroy ();
814 }
815 708
816 op = above; 709 op = above;
817 } 710 }
818 } 711 }
819} 712}
829 if (name) MAP_OUT (name); 722 if (name) MAP_OUT (name);
830 MAP_OUT (swap_time); 723 MAP_OUT (swap_time);
831 MAP_OUT (reset_time); 724 MAP_OUT (reset_time);
832 MAP_OUT (reset_timeout); 725 MAP_OUT (reset_timeout);
833 MAP_OUT (fixed_resettime); 726 MAP_OUT (fixed_resettime);
727 MAP_OUT (no_reset);
728 MAP_OUT (no_drop);
834 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
835
836 if (default_region) MAP_OUT2 (region, default_region->name); 730 if (default_region) MAP_OUT2 (region, default_region->name);
837 731
838 if (shopitems) 732 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
839 {
840 char shop[MAX_BUF];
841 print_shop_string (this, shop);
842 MAP_OUT2 (shopitems, shop);
843 }
844
845 MAP_OUT (shopgreed); 733 MAP_OUT (shopgreed);
846 MAP_OUT (shopmin); 734 MAP_OUT (shopmin);
847 MAP_OUT (shopmax); 735 MAP_OUT (shopmax);
848 if (shoprace) MAP_OUT (shoprace); 736 if (shoprace) MAP_OUT (shoprace);
737
849 MAP_OUT (darkness); 738 MAP_OUT (darkness);
850 MAP_OUT (width); 739 MAP_OUT (width);
851 MAP_OUT (height); 740 MAP_OUT (height);
852 MAP_OUT (enter_x); 741 MAP_OUT (enter_x);
853 MAP_OUT (enter_y); 742 MAP_OUT (enter_y);
892 * Remove and free all objects in the given map. 781 * Remove and free all objects in the given map.
893 */ 782 */
894void 783void
895maptile::clear () 784maptile::clear ()
896{ 785{
897 sfree (regions, size ()), regions = 0;
898 free (regionmap), regionmap = 0;
899
900 if (spaces) 786 if (spaces)
901 { 787 {
902 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
903 while (object *op = ms->bot) 789 while (object *op = ms->bot)
904 { 790 {
791 // manually remove, as to not trigger anything
792 if (ms->bot = op->above)
793 ms->bot->below = 0;
794
795 op->flag [FLAG_REMOVED] = true;
796
797 object *head = op->head_ ();
905 if (op->head) 798 if (op == head)
906 op = op->head;
907
908 op->destroy_inv (false);
909 op->destroy (); 799 op->destroy ();
800 else if (head->map != op->map)
801 {
802 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
803 head->destroy ();
804 }
910 } 805 }
911 806
912 sfree (spaces, size ()), spaces = 0; 807 sfree0 (spaces, size ());
913 } 808 }
914 809
915 if (buttons) 810 if (buttons)
916 free_objectlinkpt (buttons), buttons = 0; 811 free_objectlinkpt (buttons), buttons = 0;
812
813 sfree0 (regions, size ());
814 delete [] regionmap; regionmap = 0;
917} 815}
918 816
919void 817void
920maptile::clear_header () 818maptile::clear_header ()
921{ 819{
953 attachable::do_destroy (); 851 attachable::do_destroy ();
954 852
955 clear (); 853 clear ();
956} 854}
957 855
958/* 856/* decay and destroy perishable items in a map */
959 * Updates every button on the map (by calling update_button() for them).
960 */
961void 857void
962maptile::update_buttons () 858maptile::do_decay_objects ()
963{ 859{
964 for (oblinkpt *obp = buttons; obp; obp = obp->next) 860 if (!spaces)
965 for (objectlink *ol = obp->link; ol; ol = ol->next) 861 return;
862
863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
864 for (object *above, *op = ms->bot; op; op = above)
966 { 865 {
967 if (!ol->ob) 866 above = op->above;
867
868 bool destroy = 0;
869
870 // do not decay anything above unique floor tiles (yet :)
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
872 break;
873
874 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
875 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
876 || QUERY_FLAG (op, FLAG_UNIQUE)
877 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
878 || QUERY_FLAG (op, FLAG_UNPAID)
879 || op->is_alive ())
880 ; // do not decay
881 else if (op->is_weapon ())
968 { 882 {
969 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 883 op->stats.dam--;
970 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 884 if (op->stats.dam < 0)
971 continue; 885 destroy = 1;
972 } 886 }
973 887 else if (op->is_armor ())
974 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
975 { 888 {
976 update_button (ol->ob); 889 op->stats.ac--;
977 break; 890 if (op->stats.ac < 0)
891 destroy = 1;
978 } 892 }
893 else if (op->type == FOOD)
894 {
895 op->stats.food -= rndm (5, 20);
896 if (op->stats.food < 0)
897 destroy = 1;
898 }
899 else
900 {
901 int mat = op->materials;
902
903 if (mat & M_PAPER
904 || mat & M_LEATHER
905 || mat & M_WOOD
906 || mat & M_ORGANIC
907 || mat & M_CLOTH
908 || mat & M_LIQUID
909 || (mat & M_IRON && rndm (1, 5) == 1)
910 || (mat & M_GLASS && rndm (1, 2) == 1)
911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
913 || (mat & M_ICE && temp > 32))
914 destroy = 1;
915 }
916
917 /* adjust overall chance below */
918 if (destroy && rndm (0, 1))
919 op->destroy ();
979 } 920 }
980} 921}
981 922
982/* 923/*
983 * This routine is supposed to find out the difficulty of the map. 924 * This routine is supposed to find out the difficulty of the map.
984 * difficulty does not have a lot to do with character level, 925 * difficulty does not have a lot to do with character level,
985 * but does have a lot to do with treasure on the map. 926 * but does have a lot to do with treasure on the map.
986 * 927 *
987 * Difficulty can now be set by the map creature. If the value stored 928 * Difficulty can now be set by the map creator. If the value stored
988 * in the map is zero, then use this routine. Maps should really 929 * in the map is zero, then use this routine. Maps should really
989 * have a difficulty set than using this function - human calculation 930 * have a difficulty set rather than using this function - human calculation
990 * is much better than this functions guesswork. 931 * is much better than this function's guesswork.
991 */ 932 */
992int 933int
993maptile::estimate_difficulty () const 934maptile::estimate_difficulty () const
994{ 935{
995 long monster_cnt = 0; 936 long monster_cnt = 0;
1007 948
1008 if (QUERY_FLAG (op, FLAG_GENERATOR)) 949 if (QUERY_FLAG (op, FLAG_GENERATOR))
1009 { 950 {
1010 total_exp += op->stats.exp; 951 total_exp += op->stats.exp;
1011 952
1012 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 953 if (archetype *at = op->other_arch)
954 {
1013 total_exp += at->clone.stats.exp * 8; 955 total_exp += at->stats.exp * 8;
1014
1015 monster_cnt++; 956 monster_cnt++;
957 }
958
959 for (object *inv = op->inv; inv; inv = inv->below)
960 {
961 total_exp += op->stats.exp * 8;
962 monster_cnt++;
963 }
1016 } 964 }
1017 } 965 }
1018 966
1019 avgexp = (double) total_exp / monster_cnt; 967 avgexp = (double) total_exp / monster_cnt;
1020 968
1033 * postive values make it darker, negative make it brighter 981 * postive values make it darker, negative make it brighter
1034 */ 982 */
1035int 983int
1036maptile::change_map_light (int change) 984maptile::change_map_light (int change)
1037{ 985{
1038 int new_level = darkness + change;
1039
1040 /* Nothing to do */ 986 /* Nothing to do */
1041 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 987 if (!change)
1042 return 0; 988 return 0;
1043 989
1044 /* inform all players on the map */ 990 /* inform all players on the map */
1045 if (change > 0) 991 if (change > 0)
1046 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 992 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1047 else 993 else
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 994 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1049 995
1050 /* Do extra checking. since darkness is a unsigned value, 996 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1051 * we need to be extra careful about negative values.
1052 * In general, the checks below are only needed if change
1053 * is not +/-1
1054 */
1055 if (new_level < 0)
1056 darkness = 0;
1057 else if (new_level >= MAX_DARKNESS)
1058 darkness = MAX_DARKNESS;
1059 else
1060 darkness = new_level;
1061 997
1062 /* All clients need to get re-updated for the change */ 998 /* All clients need to get re-updated for the change */
1063 update_all_map_los (this); 999 update_all_map_los (this);
1000
1064 return 1; 1001 return 1;
1065} 1002}
1066 1003
1067/* 1004/*
1068 * This function updates various attributes about a specific space 1005 * This function updates various attributes about a specific space
1071 * through, etc) 1008 * through, etc)
1072 */ 1009 */
1073void 1010void
1074mapspace::update_ () 1011mapspace::update_ ()
1075{ 1012{
1076 object *tmp, *last = 0; 1013 object *last = 0;
1077 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1014 uint8 flags = P_UPTODATE, anywhere = 0;
1015 sint8 light = 0;
1078 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1016 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1079 1017
1080 //object *middle = 0; 1018 //object *middle = 0;
1081 //object *top = 0; 1019 //object *top = 0;
1082 //object *floor = 0; 1020 //object *floor = 0;
1083 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1084 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1085 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1086 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1087 1025
1088 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1026 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1089 { 1027 {
1090 /* This could be made additive I guess (two lights better than 1028 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1091 * one). But if so, it shouldn't be a simple additive - 2
1092 * light bulbs do not illuminate twice as far as once since
1093 * it is a dissapation factor that is cubed.
1094 */
1095 if (tmp->glow_radius > light)
1096 light = tmp->glow_radius; 1029 light += tmp->glow_radius;
1097 1030
1098 /* This call is needed in order to update objects the player 1031 /* This call is needed in order to update objects the player
1099 * is standing in that have animations (ie, grass, fire, etc). 1032 * is standing in that have animations (ie, grass, fire, etc).
1100 * However, it also causes the look window to be re-drawn 1033 * However, it also causes the look window to be re-drawn
1101 * 3 times each time the player moves, because many of the 1034 * 3 times each time the player moves, because many of the
1120 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1053 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1121 { 1054 {
1122 middle = tmp; 1055 middle = tmp;
1123 anywhere = 1; 1056 anywhere = 1;
1124 } 1057 }
1058
1125 /* Find the highest visible face around. If equal 1059 /* Find the highest visible face around. If equal
1126 * visibilities, we still want the one nearer to the 1060 * visibilities, we still want the one nearer to the
1127 * top 1061 * top
1128 */ 1062 */
1129 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1063 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1148 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1082 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1149 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1083 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1150 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1084 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1151 } 1085 }
1152 1086
1153 this->light = light; 1087 this->light = min (light, MAX_LIGHT_RADIUS);
1154 this->flags_ = flags; 1088 this->flags_ = flags;
1155 this->move_block = move_block & ~move_allow; 1089 this->move_block = move_block & ~move_allow;
1156 this->move_on = move_on; 1090 this->move_on = move_on;
1157 this->move_off = move_off; 1091 this->move_off = move_off;
1158 this->move_slow = move_slow; 1092 this->move_slow = move_slow;
1178 * 1) top face is set, need middle to be set. 1112 * 1) top face is set, need middle to be set.
1179 * 2) middle is set, need to set top. 1113 * 2) middle is set, need to set top.
1180 * 3) neither middle or top is set - need to set both. 1114 * 3) neither middle or top is set - need to set both.
1181 */ 1115 */
1182 1116
1183 for (tmp = last; tmp; tmp = tmp->below) 1117 for (object *tmp = last; tmp; tmp = tmp->below)
1184 { 1118 {
1185 /* Once we get to a floor, stop, since we already have a floor object */ 1119 /* Once we get to a floor, stop, since we already have a floor object */
1186 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1120 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1187 break; 1121 break;
1188 1122
1240 vol += op->volume (); 1174 vol += op->volume ();
1241 1175
1242 return vol; 1176 return vol;
1243} 1177}
1244 1178
1245/* this updates the orig_map->tile_map[tile_num] value after finding 1179maptile *
1246 * the map. It also takes care of linking back the freshly found 1180maptile::tile_available (int dir, bool load)
1247 * maps tile_map values if it tiles back to this one. It returns
1248 * the value of orig_map->tile_map[tile_num].
1249 */
1250static inline maptile *
1251find_and_link (maptile *orig_map, int tile_num)
1252{ 1181{
1253 maptile *mp = orig_map->tile_map [tile_num]; 1182 if (tile_path[dir])
1254
1255 if (!mp)
1256 {
1257 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1258
1259 if (!mp)
1260 {
1261 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1262 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1263 &orig_map->tile_path[tile_num], &orig_map->path);
1264 mp = new maptile (1, 1);
1265 mp->alloc ();
1266 mp->in_memory = MAP_IN_MEMORY;
1267 }
1268 } 1183 {
1184 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1185 return tile_map[dir];
1269 1186
1270 int dest_tile = (tile_num + 2) % 4; 1187 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1188 return tile_map[dir];
1189 }
1271 1190
1272 orig_map->tile_map [tile_num] = mp;
1273
1274 // optimisation: back-link map to origin map if euclidean
1275 //TODO: non-euclidean maps MUST GO
1276 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1277 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1278
1279 return mp; 1191 return 0;
1280}
1281
1282static inline void
1283load_and_link (maptile *orig_map, int tile_num)
1284{
1285 find_and_link (orig_map, tile_num)->load_sync ();
1286} 1192}
1287 1193
1288/* this returns TRUE if the coordinates (x,y) are out of 1194/* this returns TRUE if the coordinates (x,y) are out of
1289 * map m. This function also takes into account any 1195 * map m. This function also takes into account any
1290 * tiling considerations, loading adjacant maps as needed. 1196 * tiling considerations, loading adjacant maps as needed.
1303 if (!m) 1209 if (!m)
1304 return 0; 1210 return 0;
1305 1211
1306 if (x < 0) 1212 if (x < 0)
1307 { 1213 {
1308 if (!m->tile_path[3]) 1214 if (!m->tile_available (3))
1309 return 1; 1215 return 1;
1310 1216
1311 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1312 find_and_link (m, 3);
1313
1314 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1217 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1315 } 1218 }
1316 1219
1317 if (x >= m->width) 1220 if (x >= m->width)
1318 { 1221 {
1319 if (!m->tile_path[1]) 1222 if (!m->tile_available (1))
1320 return 1; 1223 return 1;
1321 1224
1322 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1323 find_and_link (m, 1);
1324
1325 return out_of_map (m->tile_map[1], x - m->width, y); 1225 return out_of_map (m->tile_map[1], x - m->width, y);
1326 } 1226 }
1327 1227
1328 if (y < 0) 1228 if (y < 0)
1329 { 1229 {
1330 if (!m->tile_path[0]) 1230 if (!m->tile_available (0))
1331 return 1; 1231 return 1;
1332 1232
1333 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1334 find_and_link (m, 0);
1335
1336 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1233 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1337 } 1234 }
1338 1235
1339 if (y >= m->height) 1236 if (y >= m->height)
1340 { 1237 {
1341 if (!m->tile_path[2]) 1238 if (!m->tile_available (2))
1342 return 1; 1239 return 1;
1343
1344 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1345 find_and_link (m, 2);
1346 1240
1347 return out_of_map (m->tile_map[2], x, y - m->height); 1241 return out_of_map (m->tile_map[2], x, y - m->height);
1348 } 1242 }
1349 1243
1350 /* Simple case - coordinates are within this local 1244 /* Simple case - coordinates are within this local
1364maptile * 1258maptile *
1365maptile::xy_find (sint16 &x, sint16 &y) 1259maptile::xy_find (sint16 &x, sint16 &y)
1366{ 1260{
1367 if (x < 0) 1261 if (x < 0)
1368 { 1262 {
1369 if (!tile_path[3]) 1263 if (!tile_available (3))
1370 return 0; 1264 return 0;
1371 1265
1372 find_and_link (this, 3);
1373 x += tile_map[3]->width; 1266 x += tile_map[3]->width;
1374 return tile_map[3]->xy_find (x, y); 1267 return tile_map[3]->xy_find (x, y);
1375 } 1268 }
1376 1269
1377 if (x >= width) 1270 if (x >= width)
1378 { 1271 {
1379 if (!tile_path[1]) 1272 if (!tile_available (1))
1380 return 0; 1273 return 0;
1381 1274
1382 find_and_link (this, 1);
1383 x -= width; 1275 x -= width;
1384 return tile_map[1]->xy_find (x, y); 1276 return tile_map[1]->xy_find (x, y);
1385 } 1277 }
1386 1278
1387 if (y < 0) 1279 if (y < 0)
1388 { 1280 {
1389 if (!tile_path[0]) 1281 if (!tile_available (0))
1390 return 0; 1282 return 0;
1391 1283
1392 find_and_link (this, 0);
1393 y += tile_map[0]->height; 1284 y += tile_map[0]->height;
1394 return tile_map[0]->xy_find (x, y); 1285 return tile_map[0]->xy_find (x, y);
1395 } 1286 }
1396 1287
1397 if (y >= height) 1288 if (y >= height)
1398 { 1289 {
1399 if (!tile_path[2]) 1290 if (!tile_available (2))
1400 return 0; 1291 return 0;
1401 1292
1402 find_and_link (this, 2);
1403 y -= height; 1293 y -= height;
1404 return tile_map[2]->xy_find (x, y); 1294 return tile_map[2]->xy_find (x, y);
1405 } 1295 }
1406 1296
1407 /* Simple case - coordinates are within this local 1297 /* Simple case - coordinates are within this local
1418adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1308adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1419{ 1309{
1420 if (!map1 || !map2) 1310 if (!map1 || !map2)
1421 return 0; 1311 return 0;
1422 1312
1423 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1313 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1424 //fix: compare paths instead (this is likely faster, too!) 1314 //fix: compare paths instead (this is likely faster, too!)
1425 if (map1 == map2) 1315 if (map1 == map2)
1426 { 1316 {
1427 *dx = 0; 1317 *dx = 0;
1428 *dy = 0; 1318 *dy = 0;
1610 else 1500 else
1611 { 1501 {
1612 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1613 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1614 1504
1615 retval->part = NULL; 1505 retval->part = 0;
1616 retval->distance = idistance (retval->distance_x, retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1617 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1618 } 1508 }
1619} 1509}
1620 1510
1621/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map
1635} 1525}
1636 1526
1637object * 1527object *
1638maptile::insert (object *op, int x, int y, object *originator, int flags) 1528maptile::insert (object *op, int x, int y, object *originator, int flags)
1639{ 1529{
1640 if (!op->flag [FLAG_REMOVED])
1641 op->remove ();
1642
1643 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1530 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1644} 1531}
1645 1532
1646region * 1533region *
1647maptile::region (int x, int y) const 1534maptile::region (int x, int y) const
1657 1544
1658 return ::region::default_region (); 1545 return ::region::default_region ();
1659} 1546}
1660 1547
1661/* picks a random object from a style map. 1548/* picks a random object from a style map.
1662 * Redone by MSW so it should be faster and not use static
1663 * variables to generate tables.
1664 */ 1549 */
1665object * 1550object *
1666maptile::pick_random_object () const 1551maptile::pick_random_object (rand_gen &gen) const
1667{ 1552{
1668 /* while returning a null object will result in a crash, that 1553 /* while returning a null object will result in a crash, that
1669 * is actually preferable to an infinite loop. That is because 1554 * is actually preferable to an infinite loop. That is because
1670 * most servers will automatically restart in case of crash. 1555 * most servers will automatically restart in case of crash.
1671 * Change the logic on getting the random space - shouldn't make 1556 * Change the logic on getting the random space - shouldn't make
1672 * any difference, but this seems clearer to me. 1557 * any difference, but this seems clearer to me.
1673 */ 1558 */
1674 for (int i = 1000; --i;) 1559 for (int i = 1000; --i;)
1675 { 1560 {
1676 object *pick = at (rndm (width), rndm (height)).bot; 1561 object *pick = at (gen (width), gen (height)).bot;
1677 1562
1678 // do not prefer big monsters just because they are big. 1563 // do not prefer big monsters just because they are big.
1679 if (pick && pick->head_ () == pick) 1564 if (pick && pick->is_head ())
1680 return pick->head_ (); 1565 return pick->head_ ();
1681 } 1566 }
1682 1567
1683 // instead of crashing in the unlikely(?) case, try to return *something* 1568 // instead of crashing in the unlikely(?) case, try to return *something*
1684 return get_archetype ("blocked"); 1569 return archetype::find ("bug");
1685} 1570}
1686 1571
1572void
1573maptile::play_sound (faceidx sound, int x, int y) const
1574{
1575 if (!sound)
1576 return;
1577
1578 for_all_players_on_map (pl, this)
1579 if (client *ns = pl->ns)
1580 {
1581 int dx = x - pl->ob->x;
1582 int dy = y - pl->ob->y;
1583
1584 int distance = idistance (dx, dy);
1585
1586 if (distance <= MAX_SOUND_DISTANCE)
1587 ns->play_sound (sound, dx, dy);
1588 }
1589}
1590
1591void
1592maptile::say_msg (const char *msg, int x, int y) const
1593{
1594 for_all_players (pl)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1604 }
1605}
1606
1607static void
1608split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1609{
1610 // clip to map to the left
1611 if (x0 < 0)
1612 {
1613 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1614 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1615
1616 if (x1 < 0) // entirely to the left
1617 return;
1618
1619 x0 = 0;
1620 }
1621
1622 // clip to map to the right
1623 if (x1 > m->width)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1626 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1627
1628 if (x0 > m->width) // entirely to the right
1629 return;
1630
1631 x1 = m->width;
1632 }
1633
1634 // clip to map above
1635 if (y0 < 0)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_UP, 1))
1638 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1639
1640 if (y1 < 0) // entirely above
1641 return;
1642
1643 y0 = 0;
1644 }
1645
1646 // clip to map below
1647 if (y1 > m->height)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1650 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1651
1652 if (y0 > m->height) // entirely below
1653 return;
1654
1655 y1 = m->height;
1656 }
1657
1658 // if we get here, the rect is within the current map
1659 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1660
1661 r->m = m;
1662 r->x0 = x0;
1663 r->y0 = y0;
1664 r->x1 = x1;
1665 r->y1 = y1;
1666 r->dx = dx;
1667 r->dy = dy;
1668}
1669
1670maprect *
1671maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1672{
1673 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1674 buf.clear ();
1675
1676 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1677
1678 // add end marker
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680 r->m = 0;
1681
1682 return (maprect *)buf.linearise ();
1683}
1684

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