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Comparing deliantra/server/common/map.C (file contents):
Revision 1.62 by root, Sun Dec 31 22:23:11 2006 UTC vs.
Revision 1.98 by root, Sat Mar 17 22:11:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
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>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
227 229
228 } 230 }
229 return 0; 231 return 0;
230} 232}
231 233
232
233/* 234/*
234 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
329 * carrying. 330 * carrying.
330 */ 331 */
331 sum_weight (container); 332 sum_weight (container);
332} 333}
333 334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344}
345
334/* link_multipart_objects go through all the objects on the map looking 346/* 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 347 * 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 348 * 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 349 * they are saved). We do have to look for the old maps that did save
338 * the more sections and not re-add sections for them. 350 * the more sections and not re-add sections for them.
342{ 354{
343 if (!spaces) 355 if (!spaces)
344 return; 356 return;
345 357
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 358 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 359 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
348 { 360 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 361 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 362 if (!tmp->head && !tmp->more)
353 { 363 {
354 /* If there is nothing more to this object, this for loop 364 /* If there is nothing more to this object, this for loop
355 * won't do anything. 365 * won't do anything.
377 * the coding is simpler to just to it here with each part. 387 * the coding is simpler to just to it here with each part.
378 */ 388 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
380 } 390 }
381 } 391 }
382
383 tmp = above;
384 } 392 }
385} 393}
386 394
387/* 395/*
388 * Loads (ands parses) the objects into a given map from the specified 396 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 397 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 398 */
392bool 399bool
393maptile::load_objects (object_thawer &thawer) 400maptile::_load_objects (object_thawer &f)
394{ 401{
395 int unique; 402 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 { 403 {
403 /* if the archetype for the object is null, means that we 404 coroapi::cede_every (1000); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 405
405 * or editor will not be able to do anything with it either. 406 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 407 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 408 case KW_arch:
410 continue; 409 if (object *op = object::read (f, this))
411 }
412
413 switch (i)
414 { 410 {
415 case LL_NORMAL: 411 if (op->inv)
412 sum_weight (op);
413
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
415 }
417 416
418 if (op->inv) 417 continue;
419 sum_weight (op);
420 418
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 419 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 420 return true;
426 op->head = prev, last_more->more = op, last_more = op; 421
422 default:
423 if (!f.parse_error ("map file"))
424 return false;
427 break; 425 break;
428 } 426 }
429 427
430 op = object::create (); 428 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 } 429 }
451#endif
452 430
453 return true; 431 return true;
454} 432}
455 433
456void 434void
474 for (object *op = ms->bot; op; op = op->above) 452 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 453 op->deactivate_recursive ();
476} 454}
477 455
478bool 456bool
479maptile::save_objects (object_freezer &freezer, int flags) 457maptile::_save_objects (object_freezer &f, int flags)
480{ 458{
459 coroapi::cede ();
460
481 if (flags & IO_HEADER) 461 if (flags & IO_HEADER)
482 save_header (freezer); 462 _save_header (f);
483 463
484 if (!spaces) 464 if (!spaces)
485 return false; 465 return false;
486 466
487 for (int i = 0; i < size (); ++i) 467 for (int i = 0; i < size (); ++i)
488 { 468 {
469#if 0 // disabled, there still seem to be races somewhere
470 static int cede_count = 0;
471
472 if (cede_count >= 500)
473 {
474 cede_count = 0;
475 coroapi::cede ();
476 }
477#endif
478
489 int unique = 0; 479 int unique = 0;
490 for (object *op = spaces [i].bot; op; op = op->above) 480 for (object *op = spaces [i].bot; op; op = op->above)
491 { 481 {
482#if 0
483 // count per-object, but cede only when modification-safe
484 cede_count++;
485#endif
486
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 487 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR])
493 unique = 1; 488 unique = 1;
494 489
495 if (!op->can_map_save ()) 490 if (!op->can_map_save ())
496 continue; 491 continue;
497 492
498 if (unique || op->flag [FLAG_UNIQUE]) 493 if (unique || op->flag [FLAG_UNIQUE])
499 { 494 {
500 if (flags & IO_UNIQUES) 495 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 496 op->write (f);
502 } 497 }
503 else if (flags & IO_OBJECTS) 498 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1); 499 op->write (f);
505 } 500 }
506 } 501 }
507 502
503 coroapi::cede ();
504
508 return true; 505 return true;
509} 506}
510 507
511bool 508bool
512maptile::load_objects (const char *path, bool skip_header) 509maptile::_load_objects (const char *path, bool skip_header)
513{ 510{
514 object_thawer thawer (path); 511 object_thawer f (path);
515 512
516 if (!thawer) 513 if (!f)
517 return false; 514 return false;
515
516 f.next ();
518 517
519 if (skip_header) 518 if (skip_header)
520 for (;;) 519 for (;;)
521 { 520 {
522 keyword kw = thawer.get_kv (); 521 keyword kw = f.kw;
523 522 f.skip ();
524 if (kw == KW_end) 523 if (kw == KW_end)
525 break; 524 break;
526
527 thawer.skip_kv (kw);
528 } 525 }
529 526
530 return load_objects (thawer); 527 return _load_objects (f);
531} 528}
532 529
533bool 530bool
534maptile::save_objects (const char *path, int flags) 531maptile::_save_objects (const char *path, int flags)
535{ 532{
536 object_freezer freezer; 533 object_freezer freezer;
537 534
538 if (!save_objects (freezer, flags)) 535 if (!_save_objects (freezer, flags))
539 return false; 536 return false;
540 537
541 return freezer.save (path); 538 return freezer.save (path);
542} 539}
543 540
544maptile::maptile () 541maptile::maptile ()
545{ 542{
546 in_memory = MAP_SWAPPED; 543 in_memory = MAP_SWAPPED;
547 544
548 /* The maps used to pick up default x and y values from the 545 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 546 * map archetype. Mimic that behaviour.
550 */ 547 */
551 width = 16; 548 width = 16;
552 height = 16; 549 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 550 timeout = 300;
555 enter_x = 0; 551 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 552 max_volume = 2000000; // 2m³
557} 553}
558 554
559maptile::maptile (int w, int h) 555maptile::maptile (int w, int h)
560{ 556{
561 in_memory = MAP_SWAPPED; 557 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 703 * 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. 704 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 705 * MSW 2001-07-01
710 */ 706 */
711bool 707bool
712maptile::load_header (object_thawer &thawer) 708maptile::_load_header (object_thawer &thawer)
713{ 709{
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 (;;) 710 for (;;)
719 { 711 {
720 keyword kw = thawer.get_kv (); 712 keyword kw = thawer.get_kv ();
721 713
722 switch (kw) 714 switch (kw)
723 { 715 {
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: 716 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 717 thawer.get_ml (KW_endmsg, msg);
733 break; 718 break;
734 719
735 case KW_lore: // CF+ extension 720 case KW_lore: // CF+ extension
767 case KW_sky: thawer.get (sky); break; 752 case KW_sky: thawer.get (sky); break;
768 753
769 case KW_per_player: thawer.get (per_player); break; 754 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 755 case KW_per_party: thawer.get (per_party); break;
771 756
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 757 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 758 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 759
775 // old names new names 760 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 761 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; 762 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 771 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 772 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 773 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 774 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 775
776 case KW_end:
777 return true;
778
791 default: 779 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 780 if (!thawer.parse_error ("map", 0))
781 return false;
793 break; 782 break;
794 } 783 }
795 } 784 }
796 785
797 abort (); 786 abort ();
798} 787}
799 788
800bool 789bool
801maptile::load_header (const char *path) 790maptile::_load_header (const char *path)
802{ 791{
803 object_thawer thawer (path); 792 object_thawer thawer (path);
804 793
805 if (!thawer) 794 if (!thawer)
806 return false; 795 return false;
807 796
808 return load_header (thawer); 797 return _load_header (thawer);
809} 798}
810 799
811/****************************************************************************** 800/******************************************************************************
812 * This is the start of unique map handling code 801 * This is the start of unique map handling code
813 *****************************************************************************/ 802 *****************************************************************************/
836 } 825 }
837 } 826 }
838} 827}
839 828
840bool 829bool
841maptile::save_header (object_freezer &freezer) 830maptile::_save_header (object_freezer &freezer)
842{ 831{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 832#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 833#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 834
846 MAP_OUT2 (arch, "map"); 835 MAP_OUT2 (arch, "map");
850 MAP_OUT (reset_time); 839 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 840 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 841 MAP_OUT (fixed_resettime);
853 MAP_OUT (difficulty); 842 MAP_OUT (difficulty);
854 843
855 if (region) MAP_OUT2 (region, region->name); 844 if (default_region) MAP_OUT2 (region, default_region->name);
856 845
857 if (shopitems) 846 if (shopitems)
858 { 847 {
859 char shop[MAX_BUF]; 848 char shop[MAX_BUF];
860 print_shop_string (this, shop); 849 print_shop_string (this, shop);
888 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 877 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
889 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 878 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
890 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 879 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
891 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 880 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
892 881
882 freezer.put (this);
893 freezer.put (KW_end); 883 freezer.put (KW_end);
894 884
895 return true; 885 return true;
896} 886}
897 887
898bool 888bool
899maptile::save_header (const char *path) 889maptile::_save_header (const char *path)
900{ 890{
901 object_freezer freezer; 891 object_freezer freezer;
902 892
903 if (!save_header (freezer)) 893 if (!_save_header (freezer))
904 return false; 894 return false;
905 895
906 return freezer.save (path); 896 return freezer.save (path);
907} 897}
908 898
910 * Remove and free all objects in the given map. 900 * Remove and free all objects in the given map.
911 */ 901 */
912void 902void
913maptile::clear () 903maptile::clear ()
914{ 904{
905 sfree (regions, size ()), regions = 0;
906 free (regionmap), regionmap = 0;
907
915 if (!spaces) 908 if (spaces)
916 return; 909 {
917
918 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 910 for (mapspace *ms = spaces + size (); ms-- > spaces; )
919 while (object *op = ms->bot) 911 while (object *op = ms->bot)
920 { 912 {
921 if (op->head) 913 if (op->head)
922 op = op->head; 914 op = op->head;
923 915
924 op->destroy_inv (false); 916 op->destroy_inv (false);
925 op->destroy (); 917 op->destroy ();
926 } 918 }
927 919
928 sfree (spaces, size ()), spaces = 0; 920 sfree (spaces, size ()), spaces = 0;
921 }
929 922
930 if (buttons) 923 if (buttons)
931 free_objectlinkpt (buttons), buttons = 0; 924 free_objectlinkpt (buttons), buttons = 0;
932} 925}
933 926
1087 */ 1080 */
1088void 1081void
1089mapspace::update_ () 1082mapspace::update_ ()
1090{ 1083{
1091 object *tmp, *last = 0; 1084 object *tmp, *last = 0;
1092 uint8 flags = 0, light = 0, anywhere = 0; 1085 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1093 New_Face *top, *floor, *middle;
1094 object *top_obj, *floor_obj, *middle_obj;
1095 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1086 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1096 1087
1097 middle = blank_face; 1088 //object *middle = 0;
1098 top = blank_face; 1089 //object *top = 0;
1099 floor = blank_face; 1090 //object *floor = 0;
1100 1091 // this seems to generate better code than using locals, above
1101 middle_obj = 0; 1092 object *&top = faces_obj[0] = 0;
1102 top_obj = 0; 1093 object *&middle = faces_obj[1] = 0;
1103 floor_obj = 0; 1094 object *&floor = faces_obj[2] = 0;
1104 1095
1105 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1096 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1106 { 1097 {
1107 /* This could be made additive I guess (two lights better than 1098 /* This could be made additive I guess (two lights better than
1108 * one). But if so, it shouldn't be a simple additive - 2 1099 * one). But if so, it shouldn't be a simple additive - 2
1121 * Always put the player down for drawing. 1112 * Always put the player down for drawing.
1122 */ 1113 */
1123 if (!tmp->invisible) 1114 if (!tmp->invisible)
1124 { 1115 {
1125 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1116 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1126 {
1127 top = tmp->face;
1128 top_obj = tmp; 1117 top = tmp;
1129 }
1130 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1118 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1131 { 1119 {
1132 /* If we got a floor, that means middle and top were below it, 1120 /* If we got a floor, that means middle and top were below it,
1133 * so should not be visible, so we clear them. 1121 * so should not be visible, so we clear them.
1134 */ 1122 */
1135 middle = blank_face; 1123 middle = 0;
1136 top = blank_face; 1124 top = 0;
1137 floor = tmp->face;
1138 floor_obj = tmp; 1125 floor = tmp;
1139 } 1126 }
1140 /* Flag anywhere have high priority */ 1127 /* Flag anywhere have high priority */
1141 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1142 { 1129 {
1143 middle = tmp->face;
1144
1145 middle_obj = tmp; 1130 middle = tmp;
1146 anywhere = 1; 1131 anywhere = 1;
1147 } 1132 }
1148 /* Find the highest visible face around. If equal 1133 /* Find the highest visible face around. If equal
1149 * visibilities, we still want the one nearer to the 1134 * visibilities, we still want the one nearer to the
1150 * top 1135 * top
1151 */ 1136 */
1152 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1137 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1153 {
1154 middle = tmp->face;
1155 middle_obj = tmp; 1138 middle = tmp;
1156 }
1157 } 1139 }
1158 1140
1159 if (tmp == tmp->above) 1141 if (tmp == tmp->above)
1160 { 1142 {
1161 LOG (llevError, "Error in structure of map\n"); 1143 LOG (llevError, "Error in structure of map\n");
1196 * middle face. This should not happen, as we already have the 1178 * middle face. This should not happen, as we already have the
1197 * else statement above so middle should not get set. OTOH, it 1179 * else statement above so middle should not get set. OTOH, it
1198 * may be possible for the faces to match but be different objects. 1180 * may be possible for the faces to match but be different objects.
1199 */ 1181 */
1200 if (top == middle) 1182 if (top == middle)
1201 middle = blank_face; 1183 middle = 0;
1202 1184
1203 /* There are three posibilities at this point: 1185 /* There are three posibilities at this point:
1204 * 1) top face is set, need middle to be set. 1186 * 1) top face is set, need middle to be set.
1205 * 2) middle is set, need to set top. 1187 * 2) middle is set, need to set top.
1206 * 3) neither middle or top is set - need to set both. 1188 * 3) neither middle or top is set - need to set both.
1211 /* Once we get to a floor, stop, since we already have a floor object */ 1193 /* Once we get to a floor, stop, since we already have a floor object */
1212 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1194 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1213 break; 1195 break;
1214 1196
1215 /* If two top faces are already set, quit processing */ 1197 /* If two top faces are already set, quit processing */
1216 if ((top != blank_face) && (middle != blank_face)) 1198 if (top && middle)
1217 break; 1199 break;
1218 1200
1219 /* Only show visible faces, unless its the editor - show all */ 1201 /* Only show visible faces */
1220 if (!tmp->invisible || editor) 1202 if (!tmp->invisible)
1221 { 1203 {
1222 /* Fill in top if needed */ 1204 /* Fill in top if needed */
1223 if (top == blank_face) 1205 if (!top)
1224 { 1206 {
1225 top = tmp->face;
1226 top_obj = tmp; 1207 top = tmp;
1227 if (top == middle) 1208 if (top == middle)
1228 middle = blank_face; 1209 middle = 0;
1229 } 1210 }
1230 else 1211 else
1231 { 1212 {
1232 /* top is already set - we should only get here if 1213 /* top is already set - we should only get here if
1233 * middle is not set 1214 * middle is not set
1234 * 1215 *
1235 * Set the middle face and break out, since there is nothing 1216 * Set the middle face and break out, since there is nothing
1236 * more to fill in. We don't check visiblity here, since 1217 * more to fill in. We don't check visiblity here, since
1237 * 1218 *
1238 */ 1219 */
1239 if (tmp->face != top) 1220 if (tmp != top)
1240 { 1221 {
1241 middle = tmp->face;
1242 middle_obj = tmp; 1222 middle = tmp;
1243 break; 1223 break;
1244 } 1224 }
1245 } 1225 }
1246 } 1226 }
1247 } 1227 }
1248 1228
1249 if (middle == floor) 1229 if (middle == floor)
1250 middle = blank_face; 1230 middle = 0;
1251 1231
1252 if (top == middle) 1232 if (top == middle)
1253 middle = blank_face; 1233 middle = 0;
1254 1234
1255 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1235#if 0
1256 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1236 faces_obj [0] = top;
1257 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1237 faces_obj [1] = middle;
1238 faces_obj [2] = floor;
1239#endif
1258} 1240}
1259 1241
1242uint64
1243mapspace::volume () const
1244{
1245 uint64 vol = 0;
1246
1247 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1248 vol += op->volume ();
1249
1250 return vol;
1251}
1252
1260/* this updates the orig_map->tile_map[tile_num] value after loading 1253/* this updates the orig_map->tile_map[tile_num] value after finding
1261 * the map. It also takes care of linking back the freshly loaded 1254 * the map. It also takes care of linking back the freshly found
1262 * maps tile_map values if it tiles back to this one. It returns 1255 * maps tile_map values if it tiles back to this one. It returns
1263 * the value of orig_map->tile_map[tile_num]. It really only does this 1256 * the value of orig_map->tile_map[tile_num].
1264 * so that it is easier for calling functions to verify success.
1265 */ 1257 */
1266static maptile * 1258static inline maptile *
1267load_and_link_tiled_map (maptile *orig_map, int tile_num) 1259find_and_link (maptile *orig_map, int tile_num)
1268{ 1260{
1261 maptile *mp = orig_map->tile_map [tile_num];
1262
1263 if (!mp)
1264 {
1269 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1265 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1270 1266
1271 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1267 if (!mp)
1272 { 1268 {
1273 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1269 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1274 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1270 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1275 &orig_map->tile_path[tile_num], &orig_map->path); 1271 &orig_map->tile_path[tile_num], &orig_map->path);
1276 mp = new maptile (1, 1); 1272 mp = new maptile (1, 1);
1277 mp->alloc (); 1273 mp->alloc ();
1278 mp->in_memory = MAP_IN_MEMORY; 1274 mp->in_memory = MAP_IN_MEMORY;
1275 }
1279 } 1276 }
1280 1277
1281 int dest_tile = (tile_num + 2) % 4; 1278 int dest_tile = (tile_num + 2) % 4;
1282 1279
1283 orig_map->tile_map[tile_num] = mp; 1280 orig_map->tile_map [tile_num] = mp;
1284 1281
1285 // optimisation: back-link map to origin map if euclidean 1282 // optimisation: back-link map to origin map if euclidean
1286 //TODO: non-euclidean maps MUST GO 1283 //TODO: non-euclidean maps MUST GO
1287 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1284 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1288 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1285 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1289 1286
1290 return mp; 1287 return mp;
1288}
1289
1290static inline void
1291load_and_link (maptile *orig_map, int tile_num)
1292{
1293 find_and_link (orig_map, tile_num)->load_sync ();
1291} 1294}
1292 1295
1293/* this returns TRUE if the coordinates (x,y) are out of 1296/* this returns TRUE if the coordinates (x,y) are out of
1294 * map m. This function also takes into account any 1297 * map m. This function also takes into account any
1295 * tiling considerations, loading adjacant maps as needed. 1298 * tiling considerations, loading adjacant maps as needed.
1312 { 1315 {
1313 if (!m->tile_path[3]) 1316 if (!m->tile_path[3])
1314 return 1; 1317 return 1;
1315 1318
1316 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1319 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1317 load_and_link_tiled_map (m, 3); 1320 find_and_link (m, 3);
1318 1321
1319 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1322 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1320 } 1323 }
1321 1324
1322 if (x >= m->width) 1325 if (x >= m->width)
1323 { 1326 {
1324 if (!m->tile_path[1]) 1327 if (!m->tile_path[1])
1325 return 1; 1328 return 1;
1326 1329
1327 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1330 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1328 load_and_link_tiled_map (m, 1); 1331 find_and_link (m, 1);
1329 1332
1330 return out_of_map (m->tile_map[1], x - m->width, y); 1333 return out_of_map (m->tile_map[1], x - m->width, y);
1331 } 1334 }
1332 1335
1333 if (y < 0) 1336 if (y < 0)
1334 { 1337 {
1335 if (!m->tile_path[0]) 1338 if (!m->tile_path[0])
1336 return 1; 1339 return 1;
1337 1340
1338 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1341 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1339 load_and_link_tiled_map (m, 0); 1342 find_and_link (m, 0);
1340 1343
1341 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1344 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1342 } 1345 }
1343 1346
1344 if (y >= m->height) 1347 if (y >= m->height)
1345 { 1348 {
1346 if (!m->tile_path[2]) 1349 if (!m->tile_path[2])
1347 return 1; 1350 return 1;
1348 1351
1349 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1352 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1350 load_and_link_tiled_map (m, 2); 1353 find_and_link (m, 2);
1351 1354
1352 return out_of_map (m->tile_map[2], x, y - m->height); 1355 return out_of_map (m->tile_map[2], x, y - m->height);
1353 } 1356 }
1354 1357
1355 /* Simple case - coordinates are within this local 1358 /* Simple case - coordinates are within this local
1360 1363
1361/* This is basically the same as out_of_map above, but 1364/* This is basically the same as out_of_map above, but
1362 * instead we return NULL if no map is valid (coordinates 1365 * instead we return NULL if no map is valid (coordinates
1363 * out of bounds and no tiled map), otherwise it returns 1366 * out of bounds and no tiled map), otherwise it returns
1364 * the map as that the coordinates are really on, and 1367 * the map as that the coordinates are really on, and
1365 * updates x and y to be the localized coordinates. 1368 * updates x and y to be the localised coordinates.
1366 * Using this is more efficient of calling out_of_map 1369 * Using this is more efficient of calling out_of_map
1367 * and then figuring out what the real map is 1370 * and then figuring out what the real map is
1368 */ 1371 */
1369maptile * 1372maptile *
1370get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1373maptile::xy_find (sint16 &x, sint16 &y)
1371{ 1374{
1372 if (*x < 0) 1375 if (x < 0)
1373 { 1376 {
1374 if (!m->tile_path[3]) 1377 if (!tile_path[3])
1375 return 0; 1378 return 0;
1376 1379
1377 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1380 find_and_link (this, 3);
1378 load_and_link_tiled_map (m, 3);
1379
1380 *x += m->tile_map[3]->width; 1381 x += tile_map[3]->width;
1381 return (get_map_from_coord (m->tile_map[3], x, y)); 1382 return tile_map[3]->xy_find (x, y);
1382 } 1383 }
1383 1384
1384 if (*x >= m->width) 1385 if (x >= width)
1385 { 1386 {
1386 if (!m->tile_path[1]) 1387 if (!tile_path[1])
1387 return 0; 1388 return 0;
1388 1389
1389 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1390 find_and_link (this, 1);
1390 load_and_link_tiled_map (m, 1);
1391
1392 *x -= m->width; 1391 x -= width;
1393 return (get_map_from_coord (m->tile_map[1], x, y)); 1392 return tile_map[1]->xy_find (x, y);
1394 } 1393 }
1395 1394
1396 if (*y < 0) 1395 if (y < 0)
1397 { 1396 {
1398 if (!m->tile_path[0]) 1397 if (!tile_path[0])
1399 return 0; 1398 return 0;
1400 1399
1401 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1400 find_and_link (this, 0);
1402 load_and_link_tiled_map (m, 0);
1403
1404 *y += m->tile_map[0]->height; 1401 y += tile_map[0]->height;
1405 return (get_map_from_coord (m->tile_map[0], x, y)); 1402 return tile_map[0]->xy_find (x, y);
1406 } 1403 }
1407 1404
1408 if (*y >= m->height) 1405 if (y >= height)
1409 { 1406 {
1410 if (!m->tile_path[2]) 1407 if (!tile_path[2])
1411 return 0; 1408 return 0;
1412 1409
1413 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1410 find_and_link (this, 2);
1414 load_and_link_tiled_map (m, 2);
1415
1416 *y -= m->height; 1411 y -= height;
1417 return (get_map_from_coord (m->tile_map[2], x, y)); 1412 return tile_map[2]->xy_find (x, y);
1418 } 1413 }
1419 1414
1420 /* Simple case - coordinates are within this local 1415 /* Simple case - coordinates are within this local
1421 * map. 1416 * map.
1422 */ 1417 */
1423 return m; 1418 return this;
1424} 1419}
1425 1420
1426/** 1421/**
1427 * Return whether map2 is adjacent to map1. If so, store the distance from 1422 * Return whether map2 is adjacent to map1. If so, store the distance from
1428 * map1 to map2 in dx/dy. 1423 * map1 to map2 in dx/dy.
1429 */ 1424 */
1430static int 1425int
1431adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1426adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1432{ 1427{
1433 if (!map1 || !map2) 1428 if (!map1 || !map2)
1434 return 0; 1429 return 0;
1435 1430
1431 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1432 //fix: compare paths instead (this is likely faster, too!)
1436 if (map1 == map2) 1433 if (map1 == map2)
1437 { 1434 {
1438 *dx = 0; 1435 *dx = 0;
1439 *dy = 0; 1436 *dy = 0;
1440 } 1437 }
1500 } 1497 }
1501 else 1498 else
1502 return 0; 1499 return 0;
1503 1500
1504 return 1; 1501 return 1;
1502}
1503
1504maptile *
1505maptile::xy_load (sint16 &x, sint16 &y)
1506{
1507 maptile *map = xy_find (x, y);
1508
1509 if (map)
1510 map->load_sync ();
1511
1512 return map;
1513}
1514
1515maptile *
1516get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1517{
1518 return m->xy_load (*x, *y);
1505} 1519}
1506 1520
1507/* From map.c 1521/* From map.c
1508 * This is used by get_player to determine where the other 1522 * This is used by get_player to determine where the other
1509 * creature is. get_rangevector takes into account map tiling, 1523 * creature is. get_rangevector takes into account map tiling,
1510 * so you just can not look the the map coordinates and get the 1524 * so you just can not look the the map coordinates and get the
1511 * righte value. distance_x/y are distance away, which 1525 * righte value. distance_x/y are distance away, which
1512 * can be negativbe. direction is the crossfire direction scheme 1526 * can be negative. direction is the crossfire direction scheme
1513 * that the creature should head. part is the part of the 1527 * that the creature should head. part is the part of the
1514 * monster that is closest. 1528 * monster that is closest.
1515 * 1529 *
1516 * get_rangevector looks at op1 and op2, and fills in the 1530 * get_rangevector looks at op1 and op2, and fills in the
1517 * structure for op1 to get to op2. 1531 * structure for op1 to get to op2.
1528get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1542get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1529{ 1543{
1530 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1544 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1531 { 1545 {
1532 /* be conservative and fill in _some_ data */ 1546 /* be conservative and fill in _some_ data */
1533 retval->distance = 100000; 1547 retval->distance = 10000;
1534 retval->distance_x = 32767; 1548 retval->distance_x = 10000;
1535 retval->distance_y = 32767; 1549 retval->distance_y = 10000;
1536 retval->direction = 0; 1550 retval->direction = 0;
1537 retval->part = 0; 1551 retval->part = 0;
1538 } 1552 }
1539 else 1553 else
1540 { 1554 {
1545 1559
1546 best = op1; 1560 best = op1;
1547 /* If this is multipart, find the closest part now */ 1561 /* If this is multipart, find the closest part now */
1548 if (!(flags & 0x1) && op1->more) 1562 if (!(flags & 0x1) && op1->more)
1549 { 1563 {
1550 object *tmp;
1551 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1564 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1552 1565
1553 /* we just take the offset of the piece to head to figure 1566 /* we just take the offset of the piece to head to figure
1554 * distance instead of doing all that work above again 1567 * distance instead of doing all that work above again
1555 * since the distance fields we set above are positive in the 1568 * since the distance fields we set above are positive in the
1556 * same axis as is used for multipart objects, the simply arithmetic 1569 * same axis as is used for multipart objects, the simply arithmetic
1557 * below works. 1570 * below works.
1558 */ 1571 */
1559 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1572 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1560 { 1573 {
1561 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1574 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1562 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1575 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1563 if (tmpi < best_distance) 1576 if (tmpi < best_distance)
1564 { 1577 {
1565 best_distance = tmpi; 1578 best_distance = tmpi;
1566 best = tmp; 1579 best = tmp;
1567 } 1580 }
1568 } 1581 }
1582
1569 if (best != op1) 1583 if (best != op1)
1570 { 1584 {
1571 retval->distance_x += op1->x - best->x; 1585 retval->distance_x += op1->x - best->x;
1572 retval->distance_y += op1->y - best->y; 1586 retval->distance_y += op1->y - best->y;
1573 } 1587 }
1574 } 1588 }
1589
1575 retval->part = best; 1590 retval->part = best;
1576 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1591 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1577 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1592 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1578 } 1593 }
1579} 1594}
1580 1595
1581/* this is basically the same as get_rangevector above, but instead of 1596/* this is basically the same as get_rangevector above, but instead of
1586 * flags has no meaning for this function at this time - I kept it in to 1601 * flags has no meaning for this function at this time - I kept it in to
1587 * be more consistant with the above function and also in case they are needed 1602 * be more consistant with the above function and also in case they are needed
1588 * for something in the future. Also, since no object is pasted, the best 1603 * for something in the future. Also, since no object is pasted, the best
1589 * field of the rv_vector is set to NULL. 1604 * field of the rv_vector is set to NULL.
1590 */ 1605 */
1591
1592void 1606void
1593get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1607get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1594{ 1608{
1595 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1609 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1596 { 1610 {
1597 /* be conservative and fill in _some_ data */ 1611 /* be conservative and fill in _some_ data */
1598 retval->distance = 100000; 1612 retval->distance = 100000;
1605 { 1619 {
1606 retval->distance_x += op2->x - x; 1620 retval->distance_x += op2->x - x;
1607 retval->distance_y += op2->y - y; 1621 retval->distance_y += op2->y - y;
1608 1622
1609 retval->part = NULL; 1623 retval->part = NULL;
1610 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1624 retval->distance = idistance (retval->distance_x, retval->distance_y);
1611 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1625 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1612 } 1626 }
1613} 1627}
1614 1628
1615/* Returns true of op1 and op2 are effectively on the same map 1629/* Returns true of op1 and op2 are effectively on the same map
1635 op->remove (); 1649 op->remove ();
1636 1650
1637 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1651 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1638} 1652}
1639 1653
1654region *
1655maptile::region (int x, int y) const
1656{
1657 if (regions
1658 && regionmap
1659 && !OUT_OF_REAL_MAP (this, x, y))
1660 if (struct region *reg = regionmap [regions [y * width + x]])
1661 return reg;
1662
1663 if (default_region)
1664 return default_region;
1665
1666 return ::region::default_region ();
1667}
1668
1669/* picks a random object from a style map.
1670 * Redone by MSW so it should be faster and not use static
1671 * variables to generate tables.
1672 */
1673object *
1674maptile::pick_random_object () const
1675{
1676 /* while returning a null object will result in a crash, that
1677 * is actually preferable to an infinite loop. That is because
1678 * most servers will automatically restart in case of crash.
1679 * Change the logic on getting the random space - shouldn't make
1680 * any difference, but this seems clearer to me.
1681 */
1682 for (int i = 1000; --i;)
1683 {
1684 object *pick = at (rndm (width), rndm (height)).bot;
1685
1686 // do not prefer big monsters just because they are big.
1687 if (pick && pick->head_ () == pick)
1688 return pick->head_ ();
1689 }
1690
1691 // instead of crashing in the unlikely(?) case, try to return *something*
1692 return get_archetype ("blocked");
1693}
1694

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