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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 1.182 by root, Sun Feb 7 04:22:33 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 96 return 0;
101 97
102 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
132 return 1; 131 return 1;
133 else 132 }
134 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 152 && tmp->head_ () != ob
160 && tmp != ob 153 && tmp != ob
161 && tmp->type != DOOR 154 && tmp->type != DOOR)
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1; 155 return 1;
164 } 156 }
165
166 } 157 }
158
167 return 0; 159 return 0;
168} 160}
169 161
170/* 162/*
171 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
176 * 168 *
177 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
178 * 170 *
179 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
191 * 183 *
192 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
194 * against the move_block values. 186 * against the move_block values.
195 */ 187 */
196int 188bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
198{ 190{
199 archetype *tmp; 191 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 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
213 194
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 195 if (!pos.normalise ())
215 { 196 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 197
218 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 199
220 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 201 return 1;
222 202
223 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
224 204 * (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. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 206 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 208 continue;
232 209
233 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
235 */ 212 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
237 return P_NO_PASS; 214 return 1;
238 } 215 }
239 216
240 return 0; 217 return 0;
241} 218}
242 219
243/* When the map is loaded, load_object does not actually insert objects 220//-GPL
244 * into inventory, but just links them. What this does is go through
245 * and insert them properly.
246 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight.
248 */
249void
250fix_container (object *container)
251{
252 object *tmp = container->inv, *next;
253
254 container->inv = 0;
255 while (tmp)
256 {
257 next = tmp->below;
258 if (tmp->inv)
259 fix_container (tmp);
260
261 insert_ob_in_ob (tmp, container);
262 tmp = next;
263 }
264
265 /* sum_weight will go through and calculate what all the containers are
266 * carrying.
267 */
268 sum_weight (container);
269}
270 221
271void 222void
272maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
273{ 224{
274 if (!spaces) 225 if (!spaces)
276 227
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
280} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
281 260
282/* link_multipart_objects go through all the objects on the map looking 261/* 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 262 * 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 263 * info we have, they only have the head (as would be expected when
285 * they are saved). 264 * they are saved).
313 op = op->above; 292 op = op->above;
314 } 293 }
315 } 294 }
316} 295}
317 296
297//-GPL
298
318/* 299/*
319 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
320 * file pointer. 301 * file pointer.
321 */ 302 */
322bool 303bool
323maptile::_load_objects (object_thawer &f) 304maptile::_load_objects (object_thawer &f)
324{ 305{
325 for (;;) 306 for (;;)
326 { 307 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 308 coroapi::cede_to_tick (); // cede once in a while
328 309
329 switch (f.kw) 310 switch (f.kw)
330 { 311 {
331 case KW_arch: 312 case KW_arch:
332 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
333 { 314 {
315 // TODO: why?
334 if (op->inv) 316 if (op->inv)
335 sum_weight (op); 317 op->update_weight ();
336 318
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
338 } 342 }
339 343
340 continue; 344 continue;
341 345
342 case KW_EOF: 346 case KW_EOF:
355} 359}
356 360
357void 361void
358maptile::activate () 362maptile::activate ()
359{ 363{
360 active = true;
361
362 if (spaces) 364 if (spaces)
363 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
364 for (object *op = ms->bot; op; op = op->above) 366 for (object *op = ms->bot; op; op = op->above)
365 op->activate_recursive (); 367 op->activate_recursive ();
366} 368}
367 369
368void 370void
369maptile::deactivate () 371maptile::deactivate ()
370{ 372{
371 active = false;
372
373 if (spaces) 373 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive (); 376 op->deactivate_recursive ();
377} 377}
387 if (!spaces) 387 if (!spaces)
388 return false; 388 return false;
389 389
390 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
391 { 391 {
392 int unique = 0; 392 bool unique = 0;
393
393 for (object *op = spaces [i].bot; op; op = op->above) 394 for (object *op = spaces [i].bot; op; op = op->above)
394 { 395 {
395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
396 unique = 1;
397 397
398 if (!op->can_map_save ()) 398 if (expect_false (!op->can_map_save ()))
399 continue; 399 continue;
400 400
401 if (unique || op->flag [FLAG_UNIQUE]) 401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
402 { 402 {
403 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
404 op->write (f); 404 op->write (f);
405 } 405 }
406 else if (flags & IO_OBJECTS) 406 else if (expect_true (flags & IO_OBJECTS))
407 op->write (f); 407 op->write (f);
408 } 408 }
409 } 409 }
410 410
411 coroapi::cede_to_tick (); 411 coroapi::cede_to_tick ();
412 412
413 return true; 413 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} 414}
437 415
438bool 416bool
439maptile::_save_objects (const char *path, int flags) 417maptile::_save_objects (const char *path, int flags)
440{ 418{
454 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
455 */ 433 */
456 width = 16; 434 width = 16;
457 height = 16; 435 height = 16;
458 timeout = 300; 436 timeout = 300;
459 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
460 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
461} 439}
462 440
463maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
464{ 442{
485 if (spaces) 463 if (spaces)
486 return; 464 return;
487 465
488 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
489} 467}
468
469//+GPL
490 470
491/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
492 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
493 * at a later date. 473 * at a later date.
494 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
571 return items; 551 return items;
572} 552}
573 553
574/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
575 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
576static void 556static const char *
577print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
578{ 558{
579 int i; 559 static dynbuf_text buf; buf.clear ();
580 char tmp[MAX_BUF];
581 560
582 strcpy (output_string, "");
583 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
584 { 562 {
585 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
586 { 564 {
587 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
588 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
589 else 567 else
590 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
591 } 569 }
592 else 570 else
593 { 571 {
594 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
595 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
596 else 574 else
597 sprintf (tmp, "*"); 575 buf.printf ("*");
598 } 576 }
599
600 strcat (output_string, tmp);
601 } 577 }
578
579 return buf;
602} 580}
581
582//-GPL
603 583
604/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
605 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
606 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
607 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
615bool 595bool
616maptile::_load_header (object_thawer &thawer) 596maptile::_load_header (object_thawer &thawer)
617{ 597{
618 for (;;) 598 for (;;)
619 { 599 {
620 thawer.next ();
621
622 switch (thawer.kw) 600 switch (thawer.kw)
623 { 601 {
624 case KW_msg: 602 case KW_msg:
625 thawer.get_ml (KW_endmsg, msg); 603 thawer.get_ml (KW_endmsg, msg);
626 break; 604 break;
650 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
651 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
652 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
653 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
654 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
655 case KW_temp: thawer.get (temp); break;
656 case KW_pressure: thawer.get (pressure); break;
657 case KW_humid: thawer.get (humid); break;
658 case KW_windspeed: thawer.get (windspeed); break;
659 case KW_winddir: thawer.get (winddir); break;
660 case KW_sky: thawer.get (sky); break;
661 633
662 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
663 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break;
665 638
666 case KW_region: default_region = region::find (thawer.get_str ()); break; 639 case KW_region: default_region = region::find (thawer.get_str ()); break;
667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
668 641
669 // old names new names 642 // old names new names
681 case KW_tile_path_2: thawer.get (tile_path [1]); break; 654 case KW_tile_path_2: thawer.get (tile_path [1]); break;
682 case KW_tile_path_3: thawer.get (tile_path [2]); break; 655 case KW_tile_path_3: thawer.get (tile_path [2]); break;
683 case KW_tile_path_4: thawer.get (tile_path [3]); break; 656 case KW_tile_path_4: thawer.get (tile_path [3]); break;
684 657
685 case KW_ERROR: 658 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value); 659 set_key_text (thawer.kw_str, thawer.value);
687 break; 660 break;
688 661
689 case KW_end: 662 case KW_end:
663 thawer.next ();
690 return true; 664 return true;
691 665
692 default: 666 default:
693 if (!thawer.parse_error ("map", 0)) 667 if (!thawer.parse_error ("map", 0))
694 return false; 668 return false;
695 break; 669 break;
696 } 670 }
671
672 thawer.next ();
697 } 673 }
698 674
699 abort (); 675 abort ();
700} 676}
701 677
702bool 678//+GPL
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}
712 679
713/****************************************************************************** 680/******************************************************************************
714 * This is the start of unique map handling code 681 * This is the start of unique map handling code
715 *****************************************************************************/ 682 *****************************************************************************/
716 683
727 694
728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
729 unique = 1; 696 unique = 1;
730 697
731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
732 {
733 op->destroy_inv (false);
734 op->destroy (); 699 op->destroy ();
735 }
736 700
737 op = above; 701 op = above;
738 } 702 }
739 } 703 }
740} 704}
741 705
706//-GPL
707
742bool 708bool
743maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
744{ 710{
745#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
746#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
747 713
748 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
749 715
750 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
751 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
752 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
753 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
754 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset); 721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
756 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
757
758 if (default_region) MAP_OUT2 (region, default_region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
759 725
760 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
761 {
762 char shop[MAX_BUF];
763 print_shop_string (this, shop);
764 MAP_OUT2 (shopitems, shop);
765 }
766
767 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
768 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
769 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
770 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
771 MAP_OUT (darkness); 731
772 MAP_OUT (width); 732 MAP_OUT (width);
773 MAP_OUT (height); 733 MAP_OUT (height);
774 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
775 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
776 736 MAP_OUT (darkness);
777 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
778 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
779
780 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
781 MAP_OUT (temp); 738
782 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
783 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
784 MAP_OUT (windspeed);
785 MAP_OUT (winddir);
786 MAP_OUT (sky);
787 741
788 MAP_OUT (per_player); 742 MAP_OUT (per_player);
789 MAP_OUT (per_party); 743 MAP_OUT (per_party);
790 744
791 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
792 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
793 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
794 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
795 749
796 freezer.put (this); 750 freezer.put (this);
797 freezer.put (KW_end); 751 freezer.put (KW(end));
798 752
799 return true; 753 return true;
800} 754}
801 755
802bool 756bool
808 return false; 762 return false;
809 763
810 return freezer.save (path); 764 return freezer.save (path);
811} 765}
812 766
767//+GPL
768
813/* 769/*
814 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
815 */ 771 */
816void 772void
817maptile::clear () 773maptile::clear ()
818{ 774{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
822 if (spaces) 775 if (spaces)
823 { 776 {
824 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 777 for (mapspace *ms = spaces + size (); ms-- > spaces; )
825 while (object *op = ms->bot) 778 while (object *op = ms->bot)
826 { 779 {
780 // manually remove, as to not trigger anything
781 if (ms->bot = op->above)
782 ms->bot->below = 0;
783
784 op->flag [FLAG_REMOVED] = true;
785
827 op = op->head_ (); 786 object *head = op->head_ ();
828 op->destroy_inv (false); 787 if (op == head)
829 op->destroy (); 788 op->destroy ();
789 else if (head->map != op->map)
790 {
791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
792 head->destroy ();
793 }
830 } 794 }
831 795
832 sfree (spaces, size ()), spaces = 0; 796 sfree0 (spaces, size ());
833 } 797 }
834 798
835 if (buttons) 799 if (buttons)
836 free_objectlinkpt (buttons), buttons = 0; 800 free_objectlinkpt (buttons), buttons = 0;
801
802 sfree0 (regions, size ());
803 delete [] regionmap; regionmap = 0;
837} 804}
838 805
839void 806void
840maptile::clear_header () 807maptile::clear_header ()
841{ 808{
874 841
875 clear (); 842 clear ();
876} 843}
877 844
878/* decay and destroy perishable items in a map */ 845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
879void 847void
880maptile::do_decay_objects () 848maptile::do_decay_objects ()
881{ 849{
882 if (!spaces) 850 if (!spaces)
883 return; 851 return;
885 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
886 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
887 { 855 {
888 above = op->above; 856 above = op->above;
889 857
890 bool destroy = 0;
891
892 // do not decay anything above unique floor tiles (yet :) 858 // do not decay anything above unique floor tiles (yet :)
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 859 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break; 860 break;
895 861
862 bool destroy = 0;
863
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 864 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 865 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE) 866 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 867 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID) 868 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ()) 869 || op->is_alive ())
903 ; // do not decay 870 ; // do not decay
931 || mat & M_LIQUID 898 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
937 destroy = 1; 905 destroy = 1;
938 } 906 }
939 907
940 /* adjust overall chance below */ 908 /* adjust overall chance below */
941 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
942 op->destroy (); 910 op->destroy ();
943 }
944}
945
946/*
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 } 911 }
968} 912}
969 913
970/* 914/*
971 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
972 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
973 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
974 * 918 *
975 * Difficulty can now be set by the map creature. If the value stored 919 * 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 920 * in the map is zero, then use this routine. Maps should really
977 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
978 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
979 */ 923 */
980int 924int
981maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
982{ 926{
983 long monster_cnt = 0; 927 long monster_cnt = 0;
995 939
996 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (QUERY_FLAG (op, FLAG_GENERATOR))
997 { 941 {
998 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
999 943
1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
1001 total_exp += at->stats.exp * 8; 946 total_exp += at->stats.exp * 8;
1002
1003 monster_cnt++; 947 monster_cnt++;
948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
1004 } 955 }
1005 } 956 }
1006 957
1007 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
1008 959
1021 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1022 */ 973 */
1023int 974int
1024maptile::change_map_light (int change) 975maptile::change_map_light (int change)
1025{ 976{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 977 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
1030 return 0; 979 return 0;
1031 980
1032 /* inform all players on the map */ 981 /* inform all players on the map */
1033 if (change > 0) 982 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 984 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 986
1038 /* Do extra checking. since darkness is a unsigned value, 987 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 988
1050 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 990 update_all_map_los (this);
991
1052 return 1; 992 return 1;
1053} 993}
1054 994
1055/* 995/*
1056 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1059 * through, etc) 999 * through, etc)
1060 */ 1000 */
1061void 1001void
1062mapspace::update_ () 1002mapspace::update_ ()
1063{ 1003{
1064 object *tmp, *last = 0; 1004 object *last = 0;
1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1067 1012
1068 //object *middle = 0; 1013 //object *middle = 0;
1069 //object *top = 0; 1014 //object *top = 0;
1070 //object *floor = 0; 1015 //object *floor = 0;
1071 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1072 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1073 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1074 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1075 1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1077 { 1024 {
1078 /* This could be made additive I guess (two lights better than 1025 // 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; 1026 light += tmp->glow_radius;
1085 1027
1086 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1090 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1091 * 1033 *
1092 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1093 */ 1035 */
1094 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1095 { 1037 {
1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1097 top = tmp; 1039 top = tmp;
1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1099 { 1041 {
1100 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1101 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1102 */ 1044 */
1103 middle = 0; 1045 middle = 0;
1104 top = 0; 1046 top = 0;
1105 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1106 } 1050 }
1107 /* Flag anywhere have high priority */ 1051 else
1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1109 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1110 middle = tmp; 1070 middle = tmp;
1111 anywhere = 1; 1071 }
1112 } 1072 }
1113 /* Find the highest visible face around. If equal
1114 * visibilities, we still want the one nearer to the
1115 * top
1116 */
1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1118 middle = tmp;
1119 }
1120
1121 if (tmp == tmp->above)
1122 {
1123 LOG (llevError, "Error in structure of map\n");
1124 exit (-1);
1125 } 1073 }
1126 1074
1127 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1128 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1129 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1130 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1131 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1132 1080
1133 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1134 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1135 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1139 } 1085 }
1140 1086
1141 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1142 this->flags_ = flags; 1098 this->flags_ = flags;
1143 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1144 this->move_on = move_on; 1100 this->move_on = move_on;
1145 this->move_off = move_off; 1101 this->move_off = move_off;
1146 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1147 1105
1148 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1149 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1150 * this point. 1108 * this point.
1151 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1166 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1167 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1168 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1169 */ 1127 */
1170 1128
1171 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1172 { 1130 {
1173 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1175 break; 1133 break;
1176 1134
1217 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1218 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1219#endif 1177#endif
1220} 1178}
1221 1179
1222uint64 1180maptile *
1223mapspace::volume () const 1181maptile::tile_available (int dir, bool load)
1224{ 1182{
1225 uint64 vol = 0; 1183 if (tile_path[dir])
1226
1227 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1228 vol += op->volume ();
1229
1230 return vol;
1231}
1232
1233/* this updates the orig_map->tile_map[tile_num] value after finding
1234 * the map. It also takes care of linking back the freshly found
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{
1241 maptile *mp = orig_map->tile_map [tile_num];
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 } 1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1257 1187
1258 int dest_tile = (tile_num + 2) % 4; 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189 return tile_map[dir];
1190 }
1259 1191
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; 1192 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} 1193}
1275 1194
1276/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1277 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
1278 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
1291 if (!m) 1210 if (!m)
1292 return 0; 1211 return 0;
1293 1212
1294 if (x < 0) 1213 if (x < 0)
1295 { 1214 {
1296 if (!m->tile_path[3]) 1215 if (!m->tile_available (3))
1297 return 1; 1216 return 1;
1298 1217
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); 1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1303 } 1219 }
1304 1220
1305 if (x >= m->width) 1221 if (x >= m->width)
1306 { 1222 {
1307 if (!m->tile_path[1]) 1223 if (!m->tile_available (1))
1308 return 1; 1224 return 1;
1309 1225
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); 1226 return out_of_map (m->tile_map[1], x - m->width, y);
1314 } 1227 }
1315 1228
1316 if (y < 0) 1229 if (y < 0)
1317 { 1230 {
1318 if (!m->tile_path[0]) 1231 if (!m->tile_available (0))
1319 return 1; 1232 return 1;
1320 1233
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); 1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1325 } 1235 }
1326 1236
1327 if (y >= m->height) 1237 if (y >= m->height)
1328 { 1238 {
1329 if (!m->tile_path[2]) 1239 if (!m->tile_available (2))
1330 return 1; 1240 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 1241
1335 return out_of_map (m->tile_map[2], x, y - m->height); 1242 return out_of_map (m->tile_map[2], x, y - m->height);
1336 } 1243 }
1337 1244
1338 /* Simple case - coordinates are within this local 1245 /* Simple case - coordinates are within this local
1352maptile * 1259maptile *
1353maptile::xy_find (sint16 &x, sint16 &y) 1260maptile::xy_find (sint16 &x, sint16 &y)
1354{ 1261{
1355 if (x < 0) 1262 if (x < 0)
1356 { 1263 {
1357 if (!tile_path[3]) 1264 if (!tile_available (3))
1358 return 0; 1265 return 0;
1359 1266
1360 find_and_link (this, 3);
1361 x += tile_map[3]->width; 1267 x += tile_map[3]->width;
1362 return tile_map[3]->xy_find (x, y); 1268 return tile_map[3]->xy_find (x, y);
1363 } 1269 }
1364 1270
1365 if (x >= width) 1271 if (x >= width)
1366 { 1272 {
1367 if (!tile_path[1]) 1273 if (!tile_available (1))
1368 return 0; 1274 return 0;
1369 1275
1370 find_and_link (this, 1);
1371 x -= width; 1276 x -= width;
1372 return tile_map[1]->xy_find (x, y); 1277 return tile_map[1]->xy_find (x, y);
1373 } 1278 }
1374 1279
1375 if (y < 0) 1280 if (y < 0)
1376 { 1281 {
1377 if (!tile_path[0]) 1282 if (!tile_available (0))
1378 return 0; 1283 return 0;
1379 1284
1380 find_and_link (this, 0);
1381 y += tile_map[0]->height; 1285 y += tile_map[0]->height;
1382 return tile_map[0]->xy_find (x, y); 1286 return tile_map[0]->xy_find (x, y);
1383 } 1287 }
1384 1288
1385 if (y >= height) 1289 if (y >= height)
1386 { 1290 {
1387 if (!tile_path[2]) 1291 if (!tile_available (2))
1388 return 0; 1292 return 0;
1389 1293
1390 find_and_link (this, 2);
1391 y -= height; 1294 y -= height;
1392 return tile_map[2]->xy_find (x, y); 1295 return tile_map[2]->xy_find (x, y);
1393 } 1296 }
1394 1297
1395 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1407{ 1310{
1408 if (!map1 || !map2) 1311 if (!map1 || !map2)
1409 return 0; 1312 return 0;
1410 1313
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!) 1315 //fix: compare paths instead (this is likely faster, too!)
1413 if (map1 == map2) 1316 if (map1 == map2)
1414 { 1317 {
1415 *dx = 0; 1318 *dx = 0;
1416 *dy = 0; 1319 *dy = 0;
1598 else 1501 else
1599 { 1502 {
1600 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
1601 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
1602 1505
1603 retval->part = NULL; 1506 retval->part = 0;
1604 retval->distance = idistance (retval->distance_x, retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1606 } 1509 }
1607} 1510}
1608 1511
1609/* Returns true of op1 and op2 are effectively on the same map 1512/* Returns true of op1 and op2 are effectively on the same map
1620 int dx, dy; 1523 int dx, dy;
1621 1524
1622 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1623} 1526}
1624 1527
1528//-GPL
1529
1625object * 1530object *
1626maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1627{ 1532{
1628 if (!op->flag [FLAG_REMOVED])
1629 op->remove ();
1630
1631 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1632} 1534}
1633 1535
1634region * 1536region *
1635maptile::region (int x, int y) const 1537maptile::region (int x, int y) const
1644 return default_region; 1546 return default_region;
1645 1547
1646 return ::region::default_region (); 1548 return ::region::default_region ();
1647} 1549}
1648 1550
1551//+GPL
1552
1649/* picks a random object from a style map. 1553/* 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 */ 1554 */
1653object * 1555object *
1654maptile::pick_random_object () const 1556maptile::pick_random_object (rand_gen &gen) const
1655{ 1557{
1656 /* while returning a null object will result in a crash, that 1558 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because 1559 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash. 1560 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make 1561 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me. 1562 * any difference, but this seems clearer to me.
1661 */ 1563 */
1662 for (int i = 1000; --i;) 1564 for (int i = 1000; --i;)
1663 { 1565 {
1664 object *pick = at (rndm (width), rndm (height)).bot; 1566 object *pick = at (gen (width), gen (height)).bot;
1665 1567
1666 // do not prefer big monsters just because they are big. 1568 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick) 1569 if (pick && pick->is_head ())
1668 return pick->head_ (); 1570 return pick->head_ ();
1669 } 1571 }
1670 1572
1671 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked"); 1574 return archetype::find (shstr_bug);
1673} 1575}
1674 1576
1675/** 1577//-GPL
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 1578
1682void 1579void
1683maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1684{ 1581{
1685 if (!sound) 1582 if (!sound)
1686 return; 1583 return;
1687 1584
1585 for_all_players_on_map (pl, this)
1586 if (client *ns = pl->ns)
1587 {
1588 int dx = x - pl->ob->x;
1589 int dy = y - pl->ob->y;
1590
1591 int distance = idistance (dx, dy);
1592
1593 if (distance <= MAX_SOUND_DISTANCE)
1594 ns->play_sound (sound, dx, dy);
1595 }
1596}
1597
1598void
1599maptile::say_msg (const char *msg, int x, int y) const
1600{
1688 for_all_players (pl) 1601 for_all_players (pl)
1689 if (pl->ob->map == this)
1690 if (client *ns = pl->ns) 1602 if (client *ns = pl->ns)
1691 { 1603 {
1692 int dx = x - pl->ob->x; 1604 int dx = x - pl->ob->x;
1693 int dy = y - pl->ob->y; 1605 int dy = y - pl->ob->y;
1694 1606
1695 int distance = idistance (dx, dy); 1607 int distance = idistance (dx, dy);
1696 1608
1697 if (distance <= MAX_SOUND_DISTANCE) 1609 if (distance <= MAX_SOUND_DISTANCE)
1698 ns->play_sound (sound, dx, dy); 1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1699 } 1611 }
1700} 1612}
1701 1613
1614dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1681{
1682 buf.clear ();
1683
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685
1686 // add end marker
1687 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688 r->m = 0;
1689
1690 return (maprect *)buf.linearise ();
1691}
1692

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