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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 1.157 by root, Thu Jan 8 19:23:44 2009 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"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
166 } 165 }
167 return 0; 166 return 0;
168} 167}
169 168
170/* 169/*
171 * Returns true if the given object can't fit in the given spot. 170 * 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, 171 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
176 * 175 *
177 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
178 * 177 *
179 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
191 * 190 *
192 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
194 * against the move_block values. 193 * against the move_block values.
195 */ 194 */
196int 195bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
198{ 197{
199 archetype *tmp; 198 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 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
213 201
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 202 if (!pos.normalise ())
215 { 203 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 204
218 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 206
220 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 208 return 1;
222 209
223 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
224 211 * (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. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 213 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 215 continue;
232 216
233 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
235 */ 219 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
237 return P_NO_PASS; 221 return 1;
238 } 222 }
239 223
240 return 0; 224 return 0;
241} 225}
242 226
260 244
261 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
262 tmp = next; 246 tmp = next;
263 } 247 }
264 248
265 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
266 * carrying. 250 //TODO: remove
267 */ 251 container->update_weight ();
268 sum_weight (container);
269} 252}
270 253
271void 254void
272maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
273{ 256{
275 return; 258 return;
276 259
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
280} 276}
281 277
282/* link_multipart_objects go through all the objects on the map looking 278/* 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 279 * 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 280 * info we have, they only have the head (as would be expected when
322bool 318bool
323maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
324{ 320{
325 for (;;) 321 for (;;)
326 { 322 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
328 324
329 switch (f.kw) 325 switch (f.kw)
330 { 326 {
331 case KW_arch: 327 case KW_arch:
332 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
333 { 329 {
330 // TODO: why?
334 if (op->inv) 331 if (op->inv)
335 sum_weight (op); 332 op->update_weight ();
336 333
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
338 } 360 }
339 361
340 continue; 362 continue;
341 363
342 case KW_EOF: 364 case KW_EOF:
355} 377}
356 378
357void 379void
358maptile::activate () 380maptile::activate ()
359{ 381{
360 active = true;
361
362 if (spaces) 382 if (spaces)
363 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 383 for (mapspace *ms = spaces + size (); ms-- > spaces; )
364 for (object *op = ms->bot; op; op = op->above) 384 for (object *op = ms->bot; op; op = op->above)
365 op->activate_recursive (); 385 op->activate_recursive ();
366} 386}
367 387
368void 388void
369maptile::deactivate () 389maptile::deactivate ()
370{ 390{
371 active = false;
372
373 if (spaces) 391 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 392 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above) 393 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive (); 394 op->deactivate_recursive ();
377} 395}
387 if (!spaces) 405 if (!spaces)
388 return false; 406 return false;
389 407
390 for (int i = 0; i < size (); ++i) 408 for (int i = 0; i < size (); ++i)
391 { 409 {
392 int unique = 0; 410 bool unique = 0;
411
393 for (object *op = spaces [i].bot; op; op = op->above) 412 for (object *op = spaces [i].bot; op; op = op->above)
394 { 413 {
395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 414 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
396 unique = 1;
397 415
398 if (!op->can_map_save ()) 416 if (expect_false (!op->can_map_save ()))
399 continue; 417 continue;
400 418
401 if (unique || op->flag [FLAG_UNIQUE]) 419 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
402 { 420 {
403 if (flags & IO_UNIQUES) 421 if (flags & IO_UNIQUES)
404 op->write (f); 422 op->write (f);
405 } 423 }
406 else if (flags & IO_OBJECTS) 424 else if (expect_true (flags & IO_OBJECTS))
407 op->write (f); 425 op->write (f);
408 } 426 }
409 } 427 }
410 428
411 coroapi::cede_to_tick (); 429 coroapi::cede_to_tick ();
412 430
413 return true; 431 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} 432}
437 433
438bool 434bool
439maptile::_save_objects (const char *path, int flags) 435maptile::_save_objects (const char *path, int flags)
440{ 436{
615bool 611bool
616maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
617{ 613{
618 for (;;) 614 for (;;)
619 { 615 {
620 thawer.next ();
621
622 switch (thawer.kw) 616 switch (thawer.kw)
623 { 617 {
624 case KW_msg: 618 case KW_msg:
625 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
626 break; 620 break;
660 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
661 655
662 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
663 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
665 660
666 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
668 663
669 // old names new names 664 // old names new names
681 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
682 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
683 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
684 679
685 case KW_ERROR: 680 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value); 681 set_key_text (thawer.kw_str, thawer.value);
687 break; 682 break;
688 683
689 case KW_end: 684 case KW_end:
685 thawer.next ();
690 return true; 686 return true;
691 687
692 default: 688 default:
693 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
694 return false; 690 return false;
695 break; 691 break;
696 } 692 }
693
694 thawer.next ();
697 } 695 }
698 696
699 abort (); 697 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} 698}
712 699
713/****************************************************************************** 700/******************************************************************************
714 * This is the start of unique map handling code 701 * This is the start of unique map handling code
715 *****************************************************************************/ 702 *****************************************************************************/
727 714
728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
729 unique = 1; 716 unique = 1;
730 717
731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
732 {
733 op->destroy_inv (false);
734 op->destroy (); 719 op->destroy ();
735 }
736 720
737 op = above; 721 op = above;
738 } 722 }
739 } 723 }
740} 724}
751 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
752 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
753 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
754 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
756 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
757 742
758 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
759 744
760 if (shopitems) 745 if (shopitems)
814 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
815 */ 800 */
816void 801void
817maptile::clear () 802maptile::clear ()
818{ 803{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
822 if (spaces) 804 if (spaces)
823 { 805 {
824 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
825 while (object *op = ms->bot) 807 while (object *op = ms->bot)
826 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
827 op = op->head_ (); 815 object *head = op->head_ ();
828 op->destroy_inv (false); 816 if (op == head)
829 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
830 } 823 }
831 824
832 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
833 } 826 }
834 827
835 if (buttons) 828 if (buttons)
836 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
837} 833}
838 834
839void 835void
840maptile::clear_header () 836maptile::clear_header ()
841{ 837{
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break; 890 break;
895 891
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE) 894 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID) 896 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ()) 897 || op->is_alive ())
903 ; // do not decay 898 ; // do not decay
942 op->destroy (); 937 op->destroy ();
943 } 938 }
944} 939}
945 940
946/* 941/*
947 * Updates every button on the map (by calling update_button() for them).
948 */
949void
950maptile::update_buttons ()
951{
952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
953 for (objectlink *ol = obp->link; ol; ol = ol->next)
954 {
955 if (!ol->ob)
956 {
957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
960 }
961
962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963 {
964 update_button (ol->ob);
965 break;
966 }
967 }
968}
969
970/*
971 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
972 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
973 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
974 * 945 *
975 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
976 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
977 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
978 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
979 */ 950 */
980int 951int
981maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
982{ 953{
983 long monster_cnt = 0; 954 long monster_cnt = 0;
995 966
996 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
997 { 968 {
998 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
999 970
1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1001 total_exp += at->stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1002
1003 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1004 } 982 }
1005 } 983 }
1006 984
1007 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1008 986
1021 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1022 */ 1000 */
1023int 1001int
1024maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1025{ 1003{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 1004 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1030 return 0; 1006 return 0;
1031 1007
1032 /* inform all players on the map */ 1008 /* inform all players on the map */
1033 if (change > 0) 1009 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 1011 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 1013
1038 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1039 * we need to be extra careful about negative values.
1040 * In general, the checks below are only needed if change
1041 * is not +/-1
1042 */
1043 if (new_level < 0)
1044 darkness = 0;
1045 else if (new_level >= MAX_DARKNESS)
1046 darkness = MAX_DARKNESS;
1047 else
1048 darkness = new_level;
1049 1015
1050 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1052 return 1; 1019 return 1;
1053} 1020}
1054 1021
1055/* 1022/*
1056 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1059 * through, etc) 1026 * through, etc)
1060 */ 1027 */
1061void 1028void
1062mapspace::update_ () 1029mapspace::update_ ()
1063{ 1030{
1064 object *tmp, *last = 0; 1031 object *last = 0;
1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1067 1035
1068 //object *middle = 0; 1036 //object *middle = 0;
1069 //object *top = 0; 1037 //object *top = 0;
1070 //object *floor = 0; 1038 //object *floor = 0;
1071 // this seems to generate better code than using locals, above 1039 // this seems to generate better code than using locals, above
1072 object *&top = faces_obj[0] = 0; 1040 object *&top = faces_obj[0] = 0;
1073 object *&middle = faces_obj[1] = 0; 1041 object *&middle = faces_obj[1] = 0;
1074 object *&floor = faces_obj[2] = 0; 1042 object *&floor = faces_obj[2] = 0;
1075 1043
1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1077 { 1045 {
1078 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1079 * one). But if so, it shouldn't be a simple additive - 2
1080 * light bulbs do not illuminate twice as far as once since
1081 * it is a dissapation factor that is cubed.
1082 */
1083 if (tmp->glow_radius > light)
1084 light = tmp->glow_radius; 1047 light += tmp->glow_radius;
1085 1048
1086 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1109 { 1072 {
1110 middle = tmp; 1073 middle = tmp;
1111 anywhere = 1; 1074 anywhere = 1;
1112 } 1075 }
1076
1113 /* Find the highest visible face around. If equal 1077 /* Find the highest visible face around. If equal
1114 * visibilities, we still want the one nearer to the 1078 * visibilities, we still want the one nearer to the
1115 * top 1079 * top
1116 */ 1080 */
1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1139 } 1103 }
1140 1104
1141 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1142 this->flags_ = flags; 1106 this->flags_ = flags;
1143 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1144 this->move_on = move_on; 1108 this->move_on = move_on;
1145 this->move_off = move_off; 1109 this->move_off = move_off;
1146 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1166 * 1) top face is set, need middle to be set. 1130 * 1) top face is set, need middle to be set.
1167 * 2) middle is set, need to set top. 1131 * 2) middle is set, need to set top.
1168 * 3) neither middle or top is set - need to set both. 1132 * 3) neither middle or top is set - need to set both.
1169 */ 1133 */
1170 1134
1171 for (tmp = last; tmp; tmp = tmp->below) 1135 for (object *tmp = last; tmp; tmp = tmp->below)
1172 { 1136 {
1173 /* Once we get to a floor, stop, since we already have a floor object */ 1137 /* Once we get to a floor, stop, since we already have a floor object */
1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1175 break; 1139 break;
1176 1140
1228 vol += op->volume (); 1192 vol += op->volume ();
1229 1193
1230 return vol; 1194 return vol;
1231} 1195}
1232 1196
1233/* this updates the orig_map->tile_map[tile_num] value after finding 1197maptile *
1234 * the map. It also takes care of linking back the freshly found 1198maptile::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{ 1199{
1241 maptile *mp = orig_map->tile_map [tile_num]; 1200 if (tile_path[dir])
1242
1243 if (!mp)
1244 {
1245 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1246
1247 if (!mp)
1248 {
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 } 1201 {
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return tile_map[dir];
1257 1204
1258 int dest_tile = (tile_num + 2) % 4; 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return tile_map[dir];
1207 }
1259 1208
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; 1209 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} 1210}
1275 1211
1276/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1277 * map m. This function also takes into account any 1213 * map m. This function also takes into account any
1278 * tiling considerations, loading adjacant maps as needed. 1214 * tiling considerations, loading adjacant maps as needed.
1291 if (!m) 1227 if (!m)
1292 return 0; 1228 return 0;
1293 1229
1294 if (x < 0) 1230 if (x < 0)
1295 { 1231 {
1296 if (!m->tile_path[3]) 1232 if (!m->tile_available (3))
1297 return 1; 1233 return 1;
1298 1234
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); 1235 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1303 } 1236 }
1304 1237
1305 if (x >= m->width) 1238 if (x >= m->width)
1306 { 1239 {
1307 if (!m->tile_path[1]) 1240 if (!m->tile_available (1))
1308 return 1; 1241 return 1;
1309 1242
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); 1243 return out_of_map (m->tile_map[1], x - m->width, y);
1314 } 1244 }
1315 1245
1316 if (y < 0) 1246 if (y < 0)
1317 { 1247 {
1318 if (!m->tile_path[0]) 1248 if (!m->tile_available (0))
1319 return 1; 1249 return 1;
1320 1250
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); 1251 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1325 } 1252 }
1326 1253
1327 if (y >= m->height) 1254 if (y >= m->height)
1328 { 1255 {
1329 if (!m->tile_path[2]) 1256 if (!m->tile_available (2))
1330 return 1; 1257 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 1258
1335 return out_of_map (m->tile_map[2], x, y - m->height); 1259 return out_of_map (m->tile_map[2], x, y - m->height);
1336 } 1260 }
1337 1261
1338 /* Simple case - coordinates are within this local 1262 /* Simple case - coordinates are within this local
1352maptile * 1276maptile *
1353maptile::xy_find (sint16 &x, sint16 &y) 1277maptile::xy_find (sint16 &x, sint16 &y)
1354{ 1278{
1355 if (x < 0) 1279 if (x < 0)
1356 { 1280 {
1357 if (!tile_path[3]) 1281 if (!tile_available (3))
1358 return 0; 1282 return 0;
1359 1283
1360 find_and_link (this, 3);
1361 x += tile_map[3]->width; 1284 x += tile_map[3]->width;
1362 return tile_map[3]->xy_find (x, y); 1285 return tile_map[3]->xy_find (x, y);
1363 } 1286 }
1364 1287
1365 if (x >= width) 1288 if (x >= width)
1366 { 1289 {
1367 if (!tile_path[1]) 1290 if (!tile_available (1))
1368 return 0; 1291 return 0;
1369 1292
1370 find_and_link (this, 1);
1371 x -= width; 1293 x -= width;
1372 return tile_map[1]->xy_find (x, y); 1294 return tile_map[1]->xy_find (x, y);
1373 } 1295 }
1374 1296
1375 if (y < 0) 1297 if (y < 0)
1376 { 1298 {
1377 if (!tile_path[0]) 1299 if (!tile_available (0))
1378 return 0; 1300 return 0;
1379 1301
1380 find_and_link (this, 0);
1381 y += tile_map[0]->height; 1302 y += tile_map[0]->height;
1382 return tile_map[0]->xy_find (x, y); 1303 return tile_map[0]->xy_find (x, y);
1383 } 1304 }
1384 1305
1385 if (y >= height) 1306 if (y >= height)
1386 { 1307 {
1387 if (!tile_path[2]) 1308 if (!tile_available (2))
1388 return 0; 1309 return 0;
1389 1310
1390 find_and_link (this, 2);
1391 y -= height; 1311 y -= height;
1392 return tile_map[2]->xy_find (x, y); 1312 return tile_map[2]->xy_find (x, y);
1393 } 1313 }
1394 1314
1395 /* Simple case - coordinates are within this local 1315 /* Simple case - coordinates are within this local
1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1326adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1407{ 1327{
1408 if (!map1 || !map2) 1328 if (!map1 || !map2)
1409 return 0; 1329 return 0;
1410 1330
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1331 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!) 1332 //fix: compare paths instead (this is likely faster, too!)
1413 if (map1 == map2) 1333 if (map1 == map2)
1414 { 1334 {
1415 *dx = 0; 1335 *dx = 0;
1416 *dy = 0; 1336 *dy = 0;
1623} 1543}
1624 1544
1625object * 1545object *
1626maptile::insert (object *op, int x, int y, object *originator, int flags) 1546maptile::insert (object *op, int x, int y, object *originator, int flags)
1627{ 1547{
1628 if (!op->flag [FLAG_REMOVED])
1629 op->remove ();
1630
1631 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1548 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1632} 1549}
1633 1550
1634region * 1551region *
1635maptile::region (int x, int y) const 1552maptile::region (int x, int y) const
1645 1562
1646 return ::region::default_region (); 1563 return ::region::default_region ();
1647} 1564}
1648 1565
1649/* picks a random object from a style map. 1566/* 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 */ 1567 */
1653object * 1568object *
1654maptile::pick_random_object () const 1569maptile::pick_random_object (rand_gen &gen) const
1655{ 1570{
1656 /* while returning a null object will result in a crash, that 1571 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because 1572 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash. 1573 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make 1574 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me. 1575 * any difference, but this seems clearer to me.
1661 */ 1576 */
1662 for (int i = 1000; --i;) 1577 for (int i = 1000; --i;)
1663 { 1578 {
1664 object *pick = at (rndm (width), rndm (height)).bot; 1579 object *pick = at (gen (width), gen (height)).bot;
1665 1580
1666 // do not prefer big monsters just because they are big. 1581 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick) 1582 if (pick && pick->is_head ())
1668 return pick->head_ (); 1583 return pick->head_ ();
1669 } 1584 }
1670 1585
1671 // instead of crashing in the unlikely(?) case, try to return *something* 1586 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked"); 1587 return archetype::find ("bug");
1673} 1588}
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 1589
1682void 1590void
1683maptile::play_sound (faceidx sound, int x, int y) const 1591maptile::play_sound (faceidx sound, int x, int y) const
1684{ 1592{
1685 if (!sound) 1593 if (!sound)
1686 return; 1594 return;
1687 1595
1596 for_all_players_on_map (pl, this)
1597 if (client *ns = pl->ns)
1598 {
1599 int dx = x - pl->ob->x;
1600 int dy = y - pl->ob->y;
1601
1602 int distance = idistance (dx, dy);
1603
1604 if (distance <= MAX_SOUND_DISTANCE)
1605 ns->play_sound (sound, dx, dy);
1606 }
1607}
1608
1609void
1610maptile::say_msg (const char *msg, int x, int y) const
1611{
1688 for_all_players (pl) 1612 for_all_players (pl)
1689 if (pl->ob->map == this)
1690 if (client *ns = pl->ns) 1613 if (client *ns = pl->ns)
1691 { 1614 {
1692 int dx = x - pl->ob->x; 1615 int dx = x - pl->ob->x;
1693 int dy = y - pl->ob->y; 1616 int dy = y - pl->ob->y;
1694 1617
1695 int distance = idistance (dx, dy); 1618 int distance = idistance (dx, dy);
1696 1619
1697 if (distance <= MAX_SOUND_DISTANCE) 1620 if (distance <= MAX_SOUND_DISTANCE)
1698 ns->play_sound (sound, dx, dy); 1621 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1699 } 1622 }
1700} 1623}
1701 1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1690{
1691 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1692 buf.clear ();
1693
1694 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1695
1696 // add end marker
1697 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1698 r->m = 0;
1699
1700 return (maprect *)buf.linearise ();
1701}
1702

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