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Comparing deliantra/server/common/map.C (file contents):
Revision 1.114 by root, Thu Jul 26 00:27:07 2007 UTC vs.
Revision 1.147 by root, Mon Sep 29 10:20:48 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
32 29
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
166 } 163 }
167 return 0; 164 return 0;
168} 165}
169 166
170/* 167/*
171 * Returns true if the given object can't fit in the given spot. 168 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
176 * 173 *
177 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
178 * 175 *
179 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
191 * 188 *
192 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
194 * against the move_block values. 191 * against the move_block values.
195 */ 192 */
196int 193bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
198{ 195{
199 archetype *tmp; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
213 199
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 200 if (!pos.normalise ())
215 { 201 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 202
218 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 204
220 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 206 return 1;
222 207
223 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
224 209 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 211 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 213 continue;
232 214
233 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
235 */ 217 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
237 return P_NO_PASS; 219 return 1;
238 } 220 }
239 221
240 return 0; 222 return 0;
241} 223}
242 224
260 242
261 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
262 tmp = next; 244 tmp = next;
263 } 245 }
264 246
265 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
266 * carrying. 248 //TODO: remove
267 */ 249 container->update_weight ();
268 sum_weight (container);
269} 250}
270 251
271void 252void
272maptile::set_object_flag (int flag, int value) 253maptile::set_object_flag (int flag, int value)
273{ 254{
275 return; 256 return;
276 257
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 260 tmp->flag [flag] = value;
261}
262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
280} 274}
281 275
282/* link_multipart_objects go through all the objects on the map looking 276/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 277 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 278 * info we have, they only have the head (as would be expected when
322bool 316bool
323maptile::_load_objects (object_thawer &f) 317maptile::_load_objects (object_thawer &f)
324{ 318{
325 for (;;) 319 for (;;)
326 { 320 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 321 coroapi::cede_to_tick (); // cede once in a while
328 322
329 switch (f.kw) 323 switch (f.kw)
330 { 324 {
331 case KW_arch: 325 case KW_arch:
332 if (object *op = object::read (f, this)) 326 if (object *op = object::read (f, this))
333 { 327 {
328 // TODO: why?
334 if (op->inv) 329 if (op->inv)
335 sum_weight (op); 330 op->update_weight ();
336 331
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy_inv (false); // be explicit about dropping
357 op->destroy (true);
358 }
338 } 359 }
339 360
340 continue; 361 continue;
341 362
342 case KW_EOF: 363 case KW_EOF:
355} 376}
356 377
357void 378void
358maptile::activate () 379maptile::activate ()
359{ 380{
360 active = true;
361
362 if (spaces) 381 if (spaces)
363 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
364 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
365 op->activate_recursive (); 384 op->activate_recursive ();
366} 385}
367 386
368void 387void
369maptile::deactivate () 388maptile::deactivate ()
370{ 389{
371 active = false;
372
373 if (spaces) 390 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive (); 393 op->deactivate_recursive ();
377} 394}
387 if (!spaces) 404 if (!spaces)
388 return false; 405 return false;
389 406
390 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
391 { 408 {
392 int unique = 0; 409 bool unique = 0;
410
393 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
394 { 412 {
395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
396 unique = 1;
397 414
398 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
399 continue; 416 continue;
400 417
401 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
402 { 419 {
403 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
404 op->write (f); 421 op->write (f);
405 } 422 }
406 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
407 op->write (f); 424 op->write (f);
408 } 425 }
409 } 426 }
410 427
411 coroapi::cede_to_tick (); 428 coroapi::cede_to_tick ();
412 429
413 return true; 430 return true;
414}
415
416bool
417maptile::_load_objects (const char *path, bool skip_header)
418{
419 object_thawer f (path);
420
421 if (!f)
422 return false;
423
424 f.next ();
425
426 if (skip_header)
427 for (;;)
428 {
429 keyword kw = f.kw;
430 f.skip ();
431 if (kw == KW_end)
432 break;
433 }
434
435 return _load_objects (f);
436} 431}
437 432
438bool 433bool
439maptile::_save_objects (const char *path, int flags) 434maptile::_save_objects (const char *path, int flags)
440{ 435{
615bool 610bool
616maptile::_load_header (object_thawer &thawer) 611maptile::_load_header (object_thawer &thawer)
617{ 612{
618 for (;;) 613 for (;;)
619 { 614 {
620 thawer.next ();
621
622 switch (thawer.kw) 615 switch (thawer.kw)
623 { 616 {
624 case KW_msg: 617 case KW_msg:
625 thawer.get_ml (KW_endmsg, msg); 618 thawer.get_ml (KW_endmsg, msg);
626 break; 619 break;
660 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
661 654
662 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
663 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break; 657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
665 659
666 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
668 662
669 // old names new names 663 // old names new names
681 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
682 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
683 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
684 678
685 case KW_ERROR: 679 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value); 680 set_key_text (thawer.kw_str, thawer.value);
687 break; 681 break;
688 682
689 case KW_end: 683 case KW_end:
684 thawer.next ();
690 return true; 685 return true;
691 686
692 default: 687 default:
693 if (!thawer.parse_error ("map", 0)) 688 if (!thawer.parse_error ("map", 0))
694 return false; 689 return false;
695 break; 690 break;
696 } 691 }
692
693 thawer.next ();
697 } 694 }
698 695
699 abort (); 696 abort ();
700}
701
702bool
703maptile::_load_header (const char *path)
704{
705 object_thawer thawer (path);
706
707 if (!thawer)
708 return false;
709
710 return _load_header (thawer);
711} 697}
712 698
713/****************************************************************************** 699/******************************************************************************
714 * This is the start of unique map handling code 700 * This is the start of unique map handling code
715 *****************************************************************************/ 701 *****************************************************************************/
729 unique = 1; 715 unique = 1;
730 716
731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
732 { 718 {
733 op->destroy_inv (false); 719 op->destroy_inv (false);
734 op->destroy (); 720 op->destroy (true);
735 } 721 }
736 722
737 op = above; 723 op = above;
738 } 724 }
739 } 725 }
751 MAP_OUT (swap_time); 737 MAP_OUT (swap_time);
752 MAP_OUT (reset_time); 738 MAP_OUT (reset_time);
753 MAP_OUT (reset_timeout); 739 MAP_OUT (reset_timeout);
754 MAP_OUT (fixed_resettime); 740 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset); 741 MAP_OUT (no_reset);
742 MAP_OUT (no_drop);
756 MAP_OUT (difficulty); 743 MAP_OUT (difficulty);
757 744
758 if (default_region) MAP_OUT2 (region, default_region->name); 745 if (default_region) MAP_OUT2 (region, default_region->name);
759 746
760 if (shopitems) 747 if (shopitems)
814 * Remove and free all objects in the given map. 801 * Remove and free all objects in the given map.
815 */ 802 */
816void 803void
817maptile::clear () 804maptile::clear ()
818{ 805{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
822 if (spaces) 806 if (spaces)
823 { 807 {
824 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 808 for (mapspace *ms = spaces + size (); ms-- > spaces; )
825 while (object *op = ms->bot) 809 while (object *op = ms->bot)
826 { 810 {
811 // manually remove, as to not trigger anything
812 if (ms->bot = op->above)
813 ms->bot->below = 0;
814
815 op->flag [FLAG_REMOVED] = true;
816
827 op = op->head_ (); 817 object *head = op->head_ ();
818 if (op == head)
819 {
828 op->destroy_inv (false); 820 op->destroy_inv (false);
829 op->destroy (); 821 op->destroy (true);
822 }
823 else if (head->map != op->map)
824 {
825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 head->destroy (true);
827 }
830 } 828 }
831 829
832 sfree (spaces, size ()), spaces = 0; 830 sfree0 (spaces, size ());
833 } 831 }
834 832
835 if (buttons) 833 if (buttons)
836 free_objectlinkpt (buttons), buttons = 0; 834 free_objectlinkpt (buttons), buttons = 0;
835
836 sfree0 (regions, size ());
837 delete [] regionmap; regionmap = 0;
837} 838}
838 839
839void 840void
840maptile::clear_header () 841maptile::clear_header ()
841{ 842{
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 894 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break; 895 break;
895 896
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 897 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 898 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE) 899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID) 901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ()) 902 || op->is_alive ())
903 ; // do not decay 903 ; // do not decay
937 destroy = 1; 937 destroy = 1;
938 } 938 }
939 939
940 /* adjust overall chance below */ 940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1)) 941 if (destroy && rndm (0, 1))
942 op->destroy (); 942 op->destroy (true);
943 } 943 }
944} 944}
945 945
946/* 946/*
947 * Updates every button on the map (by calling update_button() for them). 947 * Updates every button on the map (by calling update_button() for them).
995 995
996 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
997 { 997 {
998 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
999 999
1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = op->other_arch)
1001 {
1001 total_exp += at->stats.exp * 8; 1002 total_exp += at->stats.exp * 8;
1002
1003 monster_cnt++; 1003 monster_cnt++;
1004 }
1005
1006 for (object *inv = op->inv; inv; inv = inv->below)
1007 {
1008 total_exp += op->stats.exp * 8;
1009 monster_cnt++;
1010 }
1004 } 1011 }
1005 } 1012 }
1006 1013
1007 avgexp = (double) total_exp / monster_cnt; 1014 avgexp = (double) total_exp / monster_cnt;
1008 1015
1047 else 1054 else
1048 darkness = new_level; 1055 darkness = new_level;
1049 1056
1050 /* All clients need to get re-updated for the change */ 1057 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1058 update_all_map_los (this);
1059
1052 return 1; 1060 return 1;
1053} 1061}
1054 1062
1055/* 1063/*
1056 * This function updates various attributes about a specific space 1064 * This function updates various attributes about a specific space
1059 * through, etc) 1067 * through, etc)
1060 */ 1068 */
1061void 1069void
1062mapspace::update_ () 1070mapspace::update_ ()
1063{ 1071{
1064 object *tmp, *last = 0; 1072 object *last = 0;
1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1067 1075
1068 //object *middle = 0; 1076 //object *middle = 0;
1069 //object *top = 0; 1077 //object *top = 0;
1071 // this seems to generate better code than using locals, above 1079 // this seems to generate better code than using locals, above
1072 object *&top = faces_obj[0] = 0; 1080 object *&top = faces_obj[0] = 0;
1073 object *&middle = faces_obj[1] = 0; 1081 object *&middle = faces_obj[1] = 0;
1074 object *&floor = faces_obj[2] = 0; 1082 object *&floor = faces_obj[2] = 0;
1075 1083
1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1077 { 1085 {
1078 /* This could be made additive I guess (two lights better than 1086 /* This could be made additive I guess (two lights better than
1079 * one). But if so, it shouldn't be a simple additive - 2 1087 * one). But if so, it shouldn't be a simple additive - 2
1080 * light bulbs do not illuminate twice as far as once since 1088 * light bulbs do not illuminate twice as far as once since
1081 * it is a dissapation factor that is cubed. 1089 * it is a dissapation factor that is cubed.
1082 */ 1090 */
1083 if (tmp->glow_radius > light)
1084 light = tmp->glow_radius; 1091 light = max (light, tmp->glow_radius);
1085 1092
1086 /* This call is needed in order to update objects the player 1093 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1094 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1095 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1096 * 3 times each time the player moves, because many of the
1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1115 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1109 { 1116 {
1110 middle = tmp; 1117 middle = tmp;
1111 anywhere = 1; 1118 anywhere = 1;
1112 } 1119 }
1120
1113 /* Find the highest visible face around. If equal 1121 /* Find the highest visible face around. If equal
1114 * visibilities, we still want the one nearer to the 1122 * visibilities, we still want the one nearer to the
1115 * top 1123 * top
1116 */ 1124 */
1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1125 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1166 * 1) top face is set, need middle to be set. 1174 * 1) top face is set, need middle to be set.
1167 * 2) middle is set, need to set top. 1175 * 2) middle is set, need to set top.
1168 * 3) neither middle or top is set - need to set both. 1176 * 3) neither middle or top is set - need to set both.
1169 */ 1177 */
1170 1178
1171 for (tmp = last; tmp; tmp = tmp->below) 1179 for (object *tmp = last; tmp; tmp = tmp->below)
1172 { 1180 {
1173 /* Once we get to a floor, stop, since we already have a floor object */ 1181 /* Once we get to a floor, stop, since we already have a floor object */
1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1182 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1175 break; 1183 break;
1176 1184
1228 vol += op->volume (); 1236 vol += op->volume ();
1229 1237
1230 return vol; 1238 return vol;
1231} 1239}
1232 1240
1233/* this updates the orig_map->tile_map[tile_num] value after finding 1241bool
1234 * the map. It also takes care of linking back the freshly found 1242maptile::tile_available (int dir, bool load)
1235 * maps tile_map values if it tiles back to this one. It returns
1236 * the value of orig_map->tile_map[tile_num].
1237 */
1238static inline maptile *
1239find_and_link (maptile *orig_map, int tile_num)
1240{ 1243{
1241 maptile *mp = orig_map->tile_map [tile_num]; 1244 if (!tile_path[dir])
1245 return 0;
1242 1246
1243 if (!mp) 1247 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1244 { 1248 return 1;
1245 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1246 1249
1247 if (!mp) 1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1248 { 1251 return 1;
1249 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1250 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1251 &orig_map->tile_path[tile_num], &orig_map->path);
1252 mp = new maptile (1, 1);
1253 mp->alloc ();
1254 mp->in_memory = MAP_IN_MEMORY;
1255 }
1256 }
1257 1252
1258 int dest_tile = (tile_num + 2) % 4;
1259
1260 orig_map->tile_map [tile_num] = mp;
1261
1262 // optimisation: back-link map to origin map if euclidean
1263 //TODO: non-euclidean maps MUST GO
1264 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1265 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1266
1267 return mp; 1253 return 0;
1268}
1269
1270static inline void
1271load_and_link (maptile *orig_map, int tile_num)
1272{
1273 find_and_link (orig_map, tile_num)->load_sync ();
1274} 1254}
1275 1255
1276/* this returns TRUE if the coordinates (x,y) are out of 1256/* this returns TRUE if the coordinates (x,y) are out of
1277 * map m. This function also takes into account any 1257 * map m. This function also takes into account any
1278 * tiling considerations, loading adjacant maps as needed. 1258 * tiling considerations, loading adjacant maps as needed.
1291 if (!m) 1271 if (!m)
1292 return 0; 1272 return 0;
1293 1273
1294 if (x < 0) 1274 if (x < 0)
1295 { 1275 {
1296 if (!m->tile_path[3]) 1276 if (!m->tile_available (3))
1297 return 1; 1277 return 1;
1298 1278
1299 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1300 find_and_link (m, 3);
1301
1302 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1279 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1303 } 1280 }
1304 1281
1305 if (x >= m->width) 1282 if (x >= m->width)
1306 { 1283 {
1307 if (!m->tile_path[1]) 1284 if (!m->tile_available (1))
1308 return 1; 1285 return 1;
1309 1286
1310 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1311 find_and_link (m, 1);
1312
1313 return out_of_map (m->tile_map[1], x - m->width, y); 1287 return out_of_map (m->tile_map[1], x - m->width, y);
1314 } 1288 }
1315 1289
1316 if (y < 0) 1290 if (y < 0)
1317 { 1291 {
1318 if (!m->tile_path[0]) 1292 if (!m->tile_available (0))
1319 return 1; 1293 return 1;
1320 1294
1321 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1322 find_and_link (m, 0);
1323
1324 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1295 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1325 } 1296 }
1326 1297
1327 if (y >= m->height) 1298 if (y >= m->height)
1328 { 1299 {
1329 if (!m->tile_path[2]) 1300 if (!m->tile_available (2))
1330 return 1; 1301 return 1;
1331
1332 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1333 find_and_link (m, 2);
1334 1302
1335 return out_of_map (m->tile_map[2], x, y - m->height); 1303 return out_of_map (m->tile_map[2], x, y - m->height);
1336 } 1304 }
1337 1305
1338 /* Simple case - coordinates are within this local 1306 /* Simple case - coordinates are within this local
1352maptile * 1320maptile *
1353maptile::xy_find (sint16 &x, sint16 &y) 1321maptile::xy_find (sint16 &x, sint16 &y)
1354{ 1322{
1355 if (x < 0) 1323 if (x < 0)
1356 { 1324 {
1357 if (!tile_path[3]) 1325 if (!tile_available (3))
1358 return 0; 1326 return 0;
1359 1327
1360 find_and_link (this, 3);
1361 x += tile_map[3]->width; 1328 x += tile_map[3]->width;
1362 return tile_map[3]->xy_find (x, y); 1329 return tile_map[3]->xy_find (x, y);
1363 } 1330 }
1364 1331
1365 if (x >= width) 1332 if (x >= width)
1366 { 1333 {
1367 if (!tile_path[1]) 1334 if (!tile_available (1))
1368 return 0; 1335 return 0;
1369 1336
1370 find_and_link (this, 1);
1371 x -= width; 1337 x -= width;
1372 return tile_map[1]->xy_find (x, y); 1338 return tile_map[1]->xy_find (x, y);
1373 } 1339 }
1374 1340
1375 if (y < 0) 1341 if (y < 0)
1376 { 1342 {
1377 if (!tile_path[0]) 1343 if (!tile_available (0))
1378 return 0; 1344 return 0;
1379 1345
1380 find_and_link (this, 0);
1381 y += tile_map[0]->height; 1346 y += tile_map[0]->height;
1382 return tile_map[0]->xy_find (x, y); 1347 return tile_map[0]->xy_find (x, y);
1383 } 1348 }
1384 1349
1385 if (y >= height) 1350 if (y >= height)
1386 { 1351 {
1387 if (!tile_path[2]) 1352 if (!tile_available (2))
1388 return 0; 1353 return 0;
1389 1354
1390 find_and_link (this, 2);
1391 y -= height; 1355 y -= height;
1392 return tile_map[2]->xy_find (x, y); 1356 return tile_map[2]->xy_find (x, y);
1393 } 1357 }
1394 1358
1395 /* Simple case - coordinates are within this local 1359 /* Simple case - coordinates are within this local
1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1370adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1407{ 1371{
1408 if (!map1 || !map2) 1372 if (!map1 || !map2)
1409 return 0; 1373 return 0;
1410 1374
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1375 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!) 1376 //fix: compare paths instead (this is likely faster, too!)
1413 if (map1 == map2) 1377 if (map1 == map2)
1414 { 1378 {
1415 *dx = 0; 1379 *dx = 0;
1416 *dy = 0; 1380 *dy = 0;
1623} 1587}
1624 1588
1625object * 1589object *
1626maptile::insert (object *op, int x, int y, object *originator, int flags) 1590maptile::insert (object *op, int x, int y, object *originator, int flags)
1627{ 1591{
1628 if (!op->flag [FLAG_REMOVED])
1629 op->remove ();
1630
1631 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1592 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1632} 1593}
1633 1594
1634region * 1595region *
1635maptile::region (int x, int y) const 1596maptile::region (int x, int y) const
1645 1606
1646 return ::region::default_region (); 1607 return ::region::default_region ();
1647} 1608}
1648 1609
1649/* picks a random object from a style map. 1610/* picks a random object from a style map.
1650 * Redone by MSW so it should be faster and not use static
1651 * variables to generate tables.
1652 */ 1611 */
1653object * 1612object *
1654maptile::pick_random_object () const 1613maptile::pick_random_object (rand_gen &gen) const
1655{ 1614{
1656 /* while returning a null object will result in a crash, that 1615 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because 1616 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash. 1617 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make 1618 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me. 1619 * any difference, but this seems clearer to me.
1661 */ 1620 */
1662 for (int i = 1000; --i;) 1621 for (int i = 1000; --i;)
1663 { 1622 {
1664 object *pick = at (rndm (width), rndm (height)).bot; 1623 object *pick = at (gen (width), gen (height)).bot;
1665 1624
1666 // do not prefer big monsters just because they are big. 1625 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick) 1626 if (pick && pick->is_head ())
1668 return pick->head_ (); 1627 return pick->head_ ();
1669 } 1628 }
1670 1629
1671 // instead of crashing in the unlikely(?) case, try to return *something* 1630 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked"); 1631 return archetype::find ("bug");
1673} 1632}
1674
1675/**
1676 * Maximum distance a player may hear a sound from.
1677 * This is only used for new client/server sound. If the sound source
1678 * on the map is farther away than this, we don't sent it to the client.
1679 */
1680#define MAX_SOUND_DISTANCE 10
1681 1633
1682void 1634void
1683maptile::play_sound (faceidx sound, int x, int y) const 1635maptile::play_sound (faceidx sound, int x, int y) const
1684{ 1636{
1685 if (!sound) 1637 if (!sound)

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