ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.109 by root, Thu Jun 7 19:12:22 2007 UTC vs.
Revision 1.188 by root, Fri Apr 16 02:32:25 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 31
48/* 32sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 33
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
103 * 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
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* 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
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 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");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 96 return 0;
168 97
169 /* 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
170 * 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
171 * 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
172 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
181 /* 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
182 * 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
183 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
185 */ 114 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 116 {
188 117 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 118 {
192 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
194 * pass through this space. 121 return 1;
195 */ 122 else
196 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
197 { 126 {
198 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))
199 return 1; 131 return 1;
200 else 132 }
201 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;
202 } 142 }
203 else 143 else
204 { 144 return 1; // unconditional block
205 /* In this case, the player must not have the object - 145
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 146 } else {
215 { 147 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 150
225 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob 152 && tmp->head_ () != ob
227 && tmp != ob 153 && tmp != ob
228 && tmp->type != DOOR 154 && tmp->type != DOOR)
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
230 return 1; 155 return 1;
231 } 156 }
232
233 } 157 }
158
234 return 0; 159 return 0;
235} 160}
236 161
237/* 162/*
238 * 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
239 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
243 * 168 *
244 * 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.
245 * 170 *
246 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
258 * 183 *
259 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
260 * 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
261 * against the move_block values. 186 * against the move_block values.
262 */ 187 */
263int 188bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
265{ 190{
266 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
280 194
281 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 195 if (!pos.normalise ())
282 { 196 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
284 197
285 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 199
287 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 201 return 1;
289 202
290 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
291 204 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * 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.
295 */ 206 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 208 continue;
299 209
300 /* 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
301 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
302 */ 212 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
304 return P_NO_PASS; 214 return 1;
305 } 215 }
306 216
307 return 0; 217 return 0;
308} 218}
309 219
310/* When the map is loaded, load_object does not actually insert objects 220//-GPL
311 * into inventory, but just links them. What this does is go through
312 * and insert them properly.
313 * The object 'container' is the object that contains the inventory.
314 * This is needed so that we can update the containers weight.
315 */
316void
317fix_container (object *container)
318{
319 object *tmp = container->inv, *next;
320
321 container->inv = 0;
322 while (tmp)
323 {
324 next = tmp->below;
325 if (tmp->inv)
326 fix_container (tmp);
327
328 insert_ob_in_ob (tmp, container);
329 tmp = next;
330 }
331
332 /* sum_weight will go through and calculate what all the containers are
333 * carrying.
334 */
335 sum_weight (container);
336}
337 221
338void 222void
339maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
340{ 224{
341 if (!spaces) 225 if (!spaces)
343 227
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
347} 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
348 260
349/* 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
350 * 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
351 * 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
352 * they are saved). 264 * they are saved).
356{ 268{
357 if (!spaces) 269 if (!spaces)
358 return; 270 return;
359 271
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 273 {
274 object *op = ms->bot;
275 while (op)
362 { 276 {
363 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
365 { 279 {
366 op->remove (); 280 op->remove ();
367 op->expand_tail (); 281 op->expand_tail ();
282
283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
369 } 290 }
291 else
292 op = op->above;
370 } 293 }
294 }
371} 295}
296
297//-GPL
372 298
373/* 299/*
374 * 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
375 * file pointer. 301 * file pointer.
376 */ 302 */
377bool 303bool
378maptile::_load_objects (object_thawer &f) 304maptile::_load_objects (object_thawer &f)
379{ 305{
380 for (;;) 306 for (;;)
381 { 307 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 308 coroapi::cede_to_tick (); // cede once in a while
383 309
384 switch (f.kw) 310 switch (f.kw)
385 { 311 {
386 case KW_arch: 312 case KW_arch:
387 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
388 { 314 {
315 // TODO: why?
389 if (op->inv) 316 if (op->inv)
390 sum_weight (op); 317 op->update_weight ();
391 318
392 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 }
393 } 342 }
394 343
395 continue; 344 continue;
396 345
397 case KW_EOF: 346 case KW_EOF:
410} 359}
411 360
412void 361void
413maptile::activate () 362maptile::activate ()
414{ 363{
415 active = true;
416
417 if (spaces) 364 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 366 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 367 op->activate_recursive ();
421} 368}
422 369
423void 370void
424maptile::deactivate () 371maptile::deactivate ()
425{ 372{
426 active = false;
427
428 if (spaces) 373 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 376 op->deactivate_recursive ();
432} 377}
442 if (!spaces) 387 if (!spaces)
443 return false; 388 return false;
444 389
445 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
446 { 391 {
447 int unique = 0; 392 bool unique = 0;
393
448 for (object *op = spaces [i].bot; op; op = op->above) 394 for (object *op = spaces [i].bot; op; op = op->above)
449 { 395 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 397
453 if (!op->can_map_save ()) 398 if (expect_false (!op->can_map_save ()))
454 continue; 399 continue;
455 400
456 if (unique || op->flag [FLAG_UNIQUE]) 401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 402 {
458 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
459 op->write (f); 404 op->write (f);
460 } 405 }
461 else if (flags & IO_OBJECTS) 406 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 407 op->write (f);
463 } 408 }
464 } 409 }
465 410
466 coroapi::cede_to_tick (); 411 coroapi::cede_to_tick ();
467 412
468 return true; 413 return true;
469} 414}
470 415
471bool 416bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491}
492
493bool
494maptile::_save_objects (const char *path, int flags) 417maptile::_save_objects (const char *path, int flags)
495{ 418{
496 object_freezer freezer; 419 object_freezer freezer;
497 420
498 if (!_save_objects (freezer, flags)) 421 if (!_save_objects (freezer, flags))
499 return false; 422 return false;
500 423
501 return freezer.save (path); 424 return freezer.save (path);
502} 425}
503 426
504maptile::maptile () 427void
428maptile::init ()
505{ 429{
506 in_memory = MAP_SWAPPED; 430 in_memory = MAP_SWAPPED;
507 431
508 /* The maps used to pick up default x and y values from the 432 /* The maps used to pick up default x and y values from the
509 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
510 */ 434 */
511 width = 16; 435 width = 16;
512 height = 16; 436 height = 16;
513 timeout = 300; 437 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
515 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
516}
517
518maptile::maptile (int w, int h)
519{
520 in_memory = MAP_SWAPPED;
521
522 width = w;
523 height = h;
524 reset_timeout = 0; 440 reset_timeout = 0;
525 timeout = 300;
526 enter_x = 0; 441 enter_x = 0;
527 enter_y = 0; 442 enter_y = 0;
443}
444
445maptile::maptile ()
446{
447 init ();
448}
449
450maptile::maptile (int w, int h)
451{
452 init ();
453
454 width = w;
455 height = h;
528 456
529 alloc (); 457 alloc ();
530} 458}
531 459
532/* 460/*
540 if (spaces) 468 if (spaces)
541 return; 469 return;
542 470
543 spaces = salloc0<mapspace> (size ()); 471 spaces = salloc0<mapspace> (size ());
544} 472}
473
474//+GPL
545 475
546/* Takes a string from a map definition and outputs a pointer to the array of shopitems 476/* Takes a string from a map definition and outputs a pointer to the array of shopitems
547 * corresponding to that string. Memory is allocated for this, it must be freed 477 * corresponding to that string. Memory is allocated for this, it must be freed
548 * at a later date. 478 * at a later date.
549 * Called by parse_map_headers below. 479 * Called by parse_map_headers below.
626 return items; 556 return items;
627} 557}
628 558
629/* opposite of parse string, this puts the string that was originally fed in to 559/* opposite of parse string, this puts the string that was originally fed in to
630 * the map (or something equivilent) into output_string. */ 560 * the map (or something equivilent) into output_string. */
631static void 561static const char *
632print_shop_string (maptile *m, char *output_string) 562print_shop_string (maptile *m)
633{ 563{
634 int i; 564 static dynbuf_text buf; buf.clear ();
635 char tmp[MAX_BUF];
636 565
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
639 { 567 {
640 if (m->shopitems[i].typenum) 568 if (m->shopitems[i].typenum)
641 { 569 {
642 if (m->shopitems[i].strength) 570 if (m->shopitems[i].strength)
643 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 571 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
644 else 572 else
645 sprintf (tmp, "%s;", m->shopitems[i].name); 573 buf.printf ("%s;", m->shopitems[i].name);
646 } 574 }
647 else 575 else
648 { 576 {
649 if (m->shopitems[i].strength) 577 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 578 buf.printf ("*:%d;", m->shopitems[i].strength);
651 else 579 else
652 sprintf (tmp, "*"); 580 buf.printf ("*");
653 } 581 }
654
655 strcat (output_string, tmp);
656 } 582 }
583
584 return buf;
657} 585}
586
587//-GPL
658 588
659/* This loads the header information of the map. The header 589/* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc. 590 * contains things like difficulty, size, timeout, etc.
661 * this used to be stored in the map object, but with the 591 * this used to be stored in the map object, but with the
662 * addition of tiling, fields beyond that easily named in an 592 * addition of tiling, fields beyond that easily named in an
670bool 600bool
671maptile::_load_header (object_thawer &thawer) 601maptile::_load_header (object_thawer &thawer)
672{ 602{
673 for (;;) 603 for (;;)
674 { 604 {
675 thawer.next ();
676
677 switch (thawer.kw) 605 switch (thawer.kw)
678 { 606 {
679 case KW_msg: 607 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 608 thawer.get_ml (KW_endmsg, msg);
681 break; 609 break;
705 case KW_shopgreed: thawer.get (shopgreed); break; 633 case KW_shopgreed: thawer.get (shopgreed); break;
706 case KW_shopmin: thawer.get (shopmin); break; 634 case KW_shopmin: thawer.get (shopmin); break;
707 case KW_shopmax: thawer.get (shopmax); break; 635 case KW_shopmax: thawer.get (shopmax); break;
708 case KW_shoprace: thawer.get (shoprace); break; 636 case KW_shoprace: thawer.get (shoprace); break;
709 case KW_outdoor: thawer.get (outdoor); break; 637 case KW_outdoor: thawer.get (outdoor); break;
710 case KW_temp: thawer.get (temp); break;
711 case KW_pressure: thawer.get (pressure); break;
712 case KW_humid: thawer.get (humid); break;
713 case KW_windspeed: thawer.get (windspeed); break;
714 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break;
716 638
717 case KW_per_player: thawer.get (per_player); break; 639 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break; 640 case KW_per_party: thawer.get (per_party); break;
719 case KW_no_reset: thawer.get (no_reset); break; 641 case KW_no_reset: thawer.get (no_reset); break;
642 case KW_no_drop: thawer.get (no_drop); break;
720 643
721 case KW_region: default_region = region::find (thawer.get_str ()); break; 644 case KW_region: default_region = region::find (thawer.get_str ()); break;
722 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 645 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
723 646
724 // old names new names 647 // old names new names
735 case KW_tile_path_1: thawer.get (tile_path [0]); break; 658 case KW_tile_path_1: thawer.get (tile_path [0]); break;
736 case KW_tile_path_2: thawer.get (tile_path [1]); break; 659 case KW_tile_path_2: thawer.get (tile_path [1]); break;
737 case KW_tile_path_3: thawer.get (tile_path [2]); break; 660 case KW_tile_path_3: thawer.get (tile_path [2]); break;
738 case KW_tile_path_4: thawer.get (tile_path [3]); break; 661 case KW_tile_path_4: thawer.get (tile_path [3]); break;
739 662
663 case KW_ERROR:
664 set_key_text (thawer.kw_str, thawer.value);
665 break;
666
740 case KW_end: 667 case KW_end:
668 thawer.next ();
741 return true; 669 return true;
742 670
743 default: 671 default:
744 if (!thawer.parse_error ("map", 0)) 672 if (!thawer.parse_error ("map"))
745 return false; 673 return false;
746 break; 674 break;
747 } 675 }
676
677 thawer.next ();
748 } 678 }
749 679
750 abort (); 680 abort ();
751} 681}
752 682
753bool 683//+GPL
754maptile::_load_header (const char *path)
755{
756 object_thawer thawer (path);
757
758 if (!thawer)
759 return false;
760
761 return _load_header (thawer);
762}
763 684
764/****************************************************************************** 685/******************************************************************************
765 * This is the start of unique map handling code 686 * This is the start of unique map handling code
766 *****************************************************************************/ 687 *****************************************************************************/
767 688
774 int unique = 0; 695 int unique = 0;
775 for (object *op = spaces [i].bot; op; ) 696 for (object *op = spaces [i].bot; op; )
776 { 697 {
777 object *above = op->above; 698 object *above = op->above;
778 699
779 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
780 unique = 1; 701 unique = 1;
781 702
782 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
783 {
784 op->destroy_inv (false);
785 op->destroy (); 704 op->destroy ();
786 }
787 705
788 op = above; 706 op = above;
789 } 707 }
790 } 708 }
791} 709}
792 710
711//-GPL
712
793bool 713bool
794maptile::_save_header (object_freezer &freezer) 714maptile::_save_header (object_freezer &freezer)
795{ 715{
796#define MAP_OUT(k) freezer.put (KW_ ## k, k) 716#define MAP_OUT(k) freezer.put (KW(k), k)
797#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 717#define MAP_OUT2(k,v) freezer.put (KW(k), v)
798 718
799 MAP_OUT2 (arch, "map"); 719 MAP_OUT2 (arch, CS(map));
800 720
801 if (name) MAP_OUT (name); 721 if (name) MAP_OUT (name);
802 MAP_OUT (swap_time); 722 MAP_OUT (swap_time);
803 MAP_OUT (reset_time); 723 MAP_OUT (reset_time);
804 MAP_OUT (reset_timeout); 724 MAP_OUT (reset_timeout);
805 MAP_OUT (fixed_resettime); 725 MAP_OUT (fixed_resettime);
806 MAP_OUT (no_reset); 726 MAP_OUT (no_reset);
727 MAP_OUT (no_drop);
807 MAP_OUT (difficulty); 728 MAP_OUT (difficulty);
808
809 if (default_region) MAP_OUT2 (region, default_region->name); 729 if (default_region) MAP_OUT2 (region, default_region->name);
810 730
811 if (shopitems) 731 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
812 {
813 char shop[MAX_BUF];
814 print_shop_string (this, shop);
815 MAP_OUT2 (shopitems, shop);
816 }
817
818 MAP_OUT (shopgreed); 732 MAP_OUT (shopgreed);
819 MAP_OUT (shopmin); 733 MAP_OUT (shopmin);
820 MAP_OUT (shopmax); 734 MAP_OUT (shopmax);
821 if (shoprace) MAP_OUT (shoprace); 735 if (shoprace) MAP_OUT (shoprace);
822 MAP_OUT (darkness); 736
823 MAP_OUT (width); 737 MAP_OUT (width);
824 MAP_OUT (height); 738 MAP_OUT (height);
825 MAP_OUT (enter_x); 739 MAP_OUT (enter_x);
826 MAP_OUT (enter_y); 740 MAP_OUT (enter_y);
827 741 MAP_OUT (darkness);
828 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
829 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
830
831 MAP_OUT (outdoor); 742 MAP_OUT (outdoor);
832 MAP_OUT (temp); 743
833 MAP_OUT (pressure); 744 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
834 MAP_OUT (humid); 745 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
835 MAP_OUT (windspeed);
836 MAP_OUT (winddir);
837 MAP_OUT (sky);
838 746
839 MAP_OUT (per_player); 747 MAP_OUT (per_player);
840 MAP_OUT (per_party); 748 MAP_OUT (per_party);
841 749
842 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 750 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
843 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 751 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
844 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 752 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
845 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
846 754
847 freezer.put (this); 755 freezer.put (this);
848 freezer.put (KW_end); 756 freezer.put (KW(end));
849 757
850 return true; 758 return true;
851} 759}
852 760
853bool 761bool
859 return false; 767 return false;
860 768
861 return freezer.save (path); 769 return freezer.save (path);
862} 770}
863 771
772//+GPL
773
864/* 774/*
865 * Remove and free all objects in the given map. 775 * Remove and free all objects in the given map.
866 */ 776 */
867void 777void
868maptile::clear () 778maptile::clear ()
869{ 779{
870 sfree (regions, size ()), regions = 0;
871 free (regionmap), regionmap = 0;
872
873 if (spaces) 780 if (spaces)
874 { 781 {
875 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 782 for (mapspace *ms = spaces + size (); ms-- > spaces; )
876 while (object *op = ms->bot) 783 while (object *op = ms->bot)
877 { 784 {
785 // manually remove, as to not trigger anything
786 if (ms->bot = op->above)
787 ms->bot->below = 0;
788
789 op->flag [FLAG_REMOVED] = true;
790
878 op = op->head_ (); 791 object *head = op->head_ ();
879 op->destroy_inv (false); 792 if (op == head)
880 op->destroy (); 793 op->destroy ();
794 else if (head->map != op->map)
795 {
796 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 head->destroy ();
798 }
881 } 799 }
882 800
883 sfree (spaces, size ()), spaces = 0; 801 sfree0 (spaces, size ());
884 } 802 }
885 803
886 if (buttons) 804 if (buttons)
887 free_objectlinkpt (buttons), buttons = 0; 805 free_objectlinkpt (buttons), buttons = 0;
806
807 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0;
888} 809}
889 810
890void 811void
891maptile::clear_header () 812maptile::clear_header ()
892{ 813{
925 846
926 clear (); 847 clear ();
927} 848}
928 849
929/* decay and destroy perishable items in a map */ 850/* decay and destroy perishable items in a map */
851// TODO: should be done regularly, not on map load?
930void 852void
931maptile::do_decay_objects () 853maptile::do_decay_objects ()
932{ 854{
933 if (!spaces) 855 if (!spaces)
934 return; 856 return;
936 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 858 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 for (object *above, *op = ms->bot; op; op = above) 859 for (object *above, *op = ms->bot; op; op = above)
938 { 860 {
939 above = op->above; 861 above = op->above;
940 862
863 // do not decay anything above unique floor tiles (yet :)
864 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 break;
866
941 bool destroy = 0; 867 bool destroy = 0;
942 868
943 // do not decay anything above unique floor tiles (yet :) 869 if (op->flag [FLAG_IS_FLOOR]
944 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 870 || op->flag [FLAG_OBJ_ORIGINAL]
945 break; 871 || op->flag [FLAG_UNIQUE]
946 872 || op->flag [FLAG_OVERLAY_FLOOR]
947 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 873 || op->flag [FLAG_UNPAID]
948 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
949 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
950 || QUERY_FLAG (op, FLAG_UNIQUE)
951 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
952 || QUERY_FLAG (op, FLAG_UNPAID)
953 || op->is_alive ()) 874 || op->is_alive ())
954 ; // do not decay 875 ; // do not decay
955 else if (op->is_weapon ()) 876 else if (op->is_weapon ())
956 { 877 {
957 op->stats.dam--; 878 op->stats.dam--;
982 || mat & M_LIQUID 903 || mat & M_LIQUID
983 || (mat & M_IRON && rndm (1, 5) == 1) 904 || (mat & M_IRON && rndm (1, 5) == 1)
984 || (mat & M_GLASS && rndm (1, 2) == 1) 905 || (mat & M_GLASS && rndm (1, 2) == 1)
985 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 906 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
986 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 907 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
987 || (mat & M_ICE && temp > 32)) 908 //|| (mat & M_ICE && temp > 32)
909 )
988 destroy = 1; 910 destroy = 1;
989 } 911 }
990 912
991 /* adjust overall chance below */ 913 /* adjust overall chance below */
992 if (destroy && rndm (0, 1)) 914 if (destroy && rndm (0, 1))
993 op->destroy (); 915 op->destroy ();
994 }
995}
996
997/*
998 * Updates every button on the map (by calling update_button() for them).
999 */
1000void
1001maptile::update_buttons ()
1002{
1003 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1004 for (objectlink *ol = obp->link; ol; ol = ol->next)
1005 {
1006 if (!ol->ob)
1007 {
1008 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1009 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1010 continue;
1011 }
1012
1013 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1014 {
1015 update_button (ol->ob);
1016 break;
1017 }
1018 } 916 }
1019} 917}
1020 918
1021/* 919/*
1022 * This routine is supposed to find out the difficulty of the map. 920 * This routine is supposed to find out the difficulty of the map.
1023 * difficulty does not have a lot to do with character level, 921 * difficulty does not have a lot to do with character level,
1024 * but does have a lot to do with treasure on the map. 922 * but does have a lot to do with treasure on the map.
1025 * 923 *
1026 * Difficulty can now be set by the map creature. If the value stored 924 * Difficulty can now be set by the map creator. If the value stored
1027 * in the map is zero, then use this routine. Maps should really 925 * in the map is zero, then use this routine. Maps should really
1028 * have a difficulty set than using this function - human calculation 926 * have a difficulty set rather than using this function - human calculation
1029 * is much better than this functions guesswork. 927 * is much better than this function's guesswork.
1030 */ 928 */
1031int 929int
1032maptile::estimate_difficulty () const 930maptile::estimate_difficulty () const
1033{ 931{
1034 long monster_cnt = 0; 932 long monster_cnt = 0;
1036 sint64 total_exp = 0; 934 sint64 total_exp = 0;
1037 935
1038 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1039 for (object *op = ms->bot; op; op = op->above) 937 for (object *op = ms->bot; op; op = op->above)
1040 { 938 {
1041 if (QUERY_FLAG (op, FLAG_MONSTER)) 939 if (op->flag [FLAG_MONSTER])
1042 { 940 {
1043 total_exp += op->stats.exp; 941 total_exp += op->stats.exp;
1044 monster_cnt++; 942 monster_cnt++;
1045 } 943 }
1046 944
1047 if (QUERY_FLAG (op, FLAG_GENERATOR)) 945 if (op->flag [FLAG_GENERATOR])
1048 { 946 {
1049 total_exp += op->stats.exp; 947 total_exp += op->stats.exp;
1050 948
1051 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 949 if (archetype *at = op->other_arch)
950 {
1052 total_exp += at->stats.exp * 8; 951 total_exp += at->stats.exp * 8;
1053
1054 monster_cnt++; 952 monster_cnt++;
953 }
954
955 for (object *inv = op->inv; inv; inv = inv->below)
956 {
957 total_exp += op->stats.exp * 8;
958 monster_cnt++;
959 }
1055 } 960 }
1056 } 961 }
1057 962
1058 avgexp = (double) total_exp / monster_cnt; 963 avgexp = (double) total_exp / monster_cnt;
1059 964
1072 * postive values make it darker, negative make it brighter 977 * postive values make it darker, negative make it brighter
1073 */ 978 */
1074int 979int
1075maptile::change_map_light (int change) 980maptile::change_map_light (int change)
1076{ 981{
1077 int new_level = darkness + change;
1078
1079 /* Nothing to do */ 982 /* Nothing to do */
1080 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 983 if (!change)
1081 return 0; 984 return 0;
1082 985
1083 /* inform all players on the map */ 986 /* inform all players on the map */
1084 if (change > 0) 987 if (change > 0)
1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 988 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1086 else 989 else
1087 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 990 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1088 991
1089 /* Do extra checking. since darkness is a unsigned value, 992 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1090 * we need to be extra careful about negative values.
1091 * In general, the checks below are only needed if change
1092 * is not +/-1
1093 */
1094 if (new_level < 0)
1095 darkness = 0;
1096 else if (new_level >= MAX_DARKNESS)
1097 darkness = MAX_DARKNESS;
1098 else
1099 darkness = new_level;
1100 993
1101 /* All clients need to get re-updated for the change */ 994 /* All clients need to get re-updated for the change */
1102 update_all_map_los (this); 995 update_all_map_los (this);
996
1103 return 1; 997 return 1;
1104} 998}
1105 999
1106/* 1000/*
1107 * This function updates various attributes about a specific space 1001 * This function updates various attributes about a specific space
1110 * through, etc) 1004 * through, etc)
1111 */ 1005 */
1112void 1006void
1113mapspace::update_ () 1007mapspace::update_ ()
1114{ 1008{
1115 object *tmp, *last = 0; 1009 object *last = 0;
1116 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1010 uint8 flags = P_UPTODATE;
1011 sint8 light = 0;
1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1012 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1013 uint64_t volume = 0;
1014 uint32_t items = 0;
1015 object *anywhere = 0;
1016 uint8_t middle_visibility = 0;
1118 1017
1119 //object *middle = 0; 1018 //object *middle = 0;
1120 //object *top = 0; 1019 //object *top = 0;
1121 //object *floor = 0; 1020 //object *floor = 0;
1122 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1123 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1124 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1125 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1126 1025
1026 object::flags_t allflags; // all flags of all objects or'ed together
1027
1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1028 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1128 { 1029 {
1129 /* This could be made additive I guess (two lights better than 1030 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1130 * one). But if so, it shouldn't be a simple additive - 2
1131 * light bulbs do not illuminate twice as far as once since
1132 * it is a dissapation factor that is cubed.
1133 */
1134 if (tmp->glow_radius > light)
1135 light = tmp->glow_radius; 1031 light += tmp->glow_radius;
1136 1032
1137 /* This call is needed in order to update objects the player 1033 /* This call is needed in order to update objects the player
1138 * is standing in that have animations (ie, grass, fire, etc). 1034 * is standing in that have animations (ie, grass, fire, etc).
1139 * However, it also causes the look window to be re-drawn 1035 * However, it also causes the look window to be re-drawn
1140 * 3 times each time the player moves, because many of the 1036 * 3 times each time the player moves, because many of the
1141 * functions the move_player calls eventualy call this. 1037 * functions the move_player calls eventualy call this.
1142 * 1038 *
1143 * Always put the player down for drawing. 1039 * Always put the player down for drawing.
1144 */ 1040 */
1145 if (!tmp->invisible) 1041 if (expect_true (!tmp->invisible))
1146 { 1042 {
1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1043 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1148 top = tmp; 1044 top = tmp;
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1045 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1150 { 1046 {
1151 /* If we got a floor, that means middle and top were below it, 1047 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1048 * so should not be visible, so we clear them.
1153 */ 1049 */
1154 middle = 0; 1050 middle = 0;
1155 top = 0; 1051 top = 0;
1156 floor = tmp; 1052 floor = tmp;
1053 volume = 0;
1054 items = 0;
1157 } 1055 }
1158 /* Flag anywhere have high priority */ 1056 else
1159 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1160 { 1057 {
1058 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1059 {
1060 ++items;
1061 volume += tmp->volume ();
1062 }
1063
1064 /* Flag anywhere have high priority */
1065 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1066 anywhere = tmp;
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1073 {
1074 middle_visibility = ::faces [tmp->face].visibility;
1161 middle = tmp; 1075 middle = tmp;
1162 anywhere = 1; 1076 }
1163 } 1077 }
1164 /* Find the highest visible face around. If equal
1165 * visibilities, we still want the one nearer to the
1166 * top
1167 */
1168 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1169 middle = tmp;
1170 }
1171
1172 if (tmp == tmp->above)
1173 {
1174 LOG (llevError, "Error in structure of map\n");
1175 exit (-1);
1176 } 1078 }
1177 1079
1178 move_slow |= tmp->move_slow; 1080 move_slow |= tmp->move_slow;
1179 move_block |= tmp->move_block; 1081 move_block |= tmp->move_block;
1180 move_on |= tmp->move_on; 1082 move_on |= tmp->move_on;
1181 move_off |= tmp->move_off; 1083 move_off |= tmp->move_off;
1182 move_allow |= tmp->move_allow; 1084 move_allow |= tmp->move_allow;
1183 1085
1184 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1086 allflags |= tmp->flag;
1185 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1087
1186 if (tmp->type == PLAYER) flags |= P_PLAYER; 1088 if (tmp->type == PLAYER) flags |= P_PLAYER;
1187 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1089 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1188 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1189 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1190 } 1090 }
1191 1091
1192 this->light = light; 1092 // FLAG_SEE_ANYWHERE takes precedence
1093 if (anywhere)
1094 middle = anywhere;
1095
1096 // ORing all flags together and checking them here is much faster
1097 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1098 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1099 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1100 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101
1102 this->light = min (light, MAX_LIGHT_RADIUS);
1193 this->flags_ = flags; 1103 this->flags_ = flags;
1194 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1195 this->move_on = move_on; 1105 this->move_on = move_on;
1196 this->move_off = move_off; 1106 this->move_off = move_off;
1197 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1108 this->volume_ = (volume + 1023) / 1024;
1109 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1198 1110
1199 /* At this point, we have a floor face (if there is a floor), 1111 /* At this point, we have a floor face (if there is a floor),
1200 * and the floor is set - we are not going to touch it at 1112 * and the floor is set - we are not going to touch it at
1201 * this point. 1113 * this point.
1202 * middle contains the highest visibility face. 1114 * middle contains the highest visibility face.
1217 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1218 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1219 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1220 */ 1132 */
1221 1133
1222 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1223 { 1135 {
1224 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1225 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (tmp->flag [FLAG_IS_FLOOR])
1226 break; 1138 break;
1227 1139
1228 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1229 if (top && middle) 1141 if (top && middle)
1230 break; 1142 break;
1268 faces_obj [1] = middle; 1180 faces_obj [1] = middle;
1269 faces_obj [2] = floor; 1181 faces_obj [2] = floor;
1270#endif 1182#endif
1271} 1183}
1272 1184
1273uint64 1185maptile *
1274mapspace::volume () const 1186maptile::tile_available (int dir, bool load)
1275{ 1187{
1276 uint64 vol = 0; 1188 if (tile_path[dir])
1277
1278 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1279 vol += op->volume ();
1280
1281 return vol;
1282}
1283
1284/* this updates the orig_map->tile_map[tile_num] value after finding
1285 * the map. It also takes care of linking back the freshly found
1286 * maps tile_map values if it tiles back to this one. It returns
1287 * the value of orig_map->tile_map[tile_num].
1288 */
1289static inline maptile *
1290find_and_link (maptile *orig_map, int tile_num)
1291{
1292 maptile *mp = orig_map->tile_map [tile_num];
1293
1294 if (!mp)
1295 {
1296 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1297
1298 if (!mp)
1299 {
1300 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1301 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1302 &orig_map->tile_path[tile_num], &orig_map->path);
1303 mp = new maptile (1, 1);
1304 mp->alloc ();
1305 mp->in_memory = MAP_IN_MEMORY;
1306 }
1307 } 1189 {
1190 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1191 return tile_map[dir];
1308 1192
1309 int dest_tile = (tile_num + 2) % 4; 1193 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1194 return tile_map[dir];
1195 }
1310 1196
1311 orig_map->tile_map [tile_num] = mp;
1312
1313 // optimisation: back-link map to origin map if euclidean
1314 //TODO: non-euclidean maps MUST GO
1315 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1316 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1317
1318 return mp; 1197 return 0;
1319}
1320
1321static inline void
1322load_and_link (maptile *orig_map, int tile_num)
1323{
1324 find_and_link (orig_map, tile_num)->load_sync ();
1325} 1198}
1326 1199
1327/* this returns TRUE if the coordinates (x,y) are out of 1200/* this returns TRUE if the coordinates (x,y) are out of
1328 * map m. This function also takes into account any 1201 * map m. This function also takes into account any
1329 * tiling considerations, loading adjacant maps as needed. 1202 * tiling considerations, loading adjacant maps as needed.
1342 if (!m) 1215 if (!m)
1343 return 0; 1216 return 0;
1344 1217
1345 if (x < 0) 1218 if (x < 0)
1346 { 1219 {
1347 if (!m->tile_path[3]) 1220 if (!m->tile_available (3))
1348 return 1; 1221 return 1;
1349 1222
1350 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1351 find_and_link (m, 3);
1352
1353 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1223 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1354 } 1224 }
1355 1225
1356 if (x >= m->width) 1226 if (x >= m->width)
1357 { 1227 {
1358 if (!m->tile_path[1]) 1228 if (!m->tile_available (1))
1359 return 1; 1229 return 1;
1360 1230
1361 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1362 find_and_link (m, 1);
1363
1364 return out_of_map (m->tile_map[1], x - m->width, y); 1231 return out_of_map (m->tile_map[1], x - m->width, y);
1365 } 1232 }
1366 1233
1367 if (y < 0) 1234 if (y < 0)
1368 { 1235 {
1369 if (!m->tile_path[0]) 1236 if (!m->tile_available (0))
1370 return 1; 1237 return 1;
1371 1238
1372 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1373 find_and_link (m, 0);
1374
1375 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1239 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1376 } 1240 }
1377 1241
1378 if (y >= m->height) 1242 if (y >= m->height)
1379 { 1243 {
1380 if (!m->tile_path[2]) 1244 if (!m->tile_available (2))
1381 return 1; 1245 return 1;
1382
1383 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1384 find_and_link (m, 2);
1385 1246
1386 return out_of_map (m->tile_map[2], x, y - m->height); 1247 return out_of_map (m->tile_map[2], x, y - m->height);
1387 } 1248 }
1388 1249
1389 /* Simple case - coordinates are within this local 1250 /* Simple case - coordinates are within this local
1403maptile * 1264maptile *
1404maptile::xy_find (sint16 &x, sint16 &y) 1265maptile::xy_find (sint16 &x, sint16 &y)
1405{ 1266{
1406 if (x < 0) 1267 if (x < 0)
1407 { 1268 {
1408 if (!tile_path[3]) 1269 if (!tile_available (3))
1409 return 0; 1270 return 0;
1410 1271
1411 find_and_link (this, 3);
1412 x += tile_map[3]->width; 1272 x += tile_map[3]->width;
1413 return tile_map[3]->xy_find (x, y); 1273 return tile_map[3]->xy_find (x, y);
1414 } 1274 }
1415 1275
1416 if (x >= width) 1276 if (x >= width)
1417 { 1277 {
1418 if (!tile_path[1]) 1278 if (!tile_available (1))
1419 return 0; 1279 return 0;
1420 1280
1421 find_and_link (this, 1);
1422 x -= width; 1281 x -= width;
1423 return tile_map[1]->xy_find (x, y); 1282 return tile_map[1]->xy_find (x, y);
1424 } 1283 }
1425 1284
1426 if (y < 0) 1285 if (y < 0)
1427 { 1286 {
1428 if (!tile_path[0]) 1287 if (!tile_available (0))
1429 return 0; 1288 return 0;
1430 1289
1431 find_and_link (this, 0);
1432 y += tile_map[0]->height; 1290 y += tile_map[0]->height;
1433 return tile_map[0]->xy_find (x, y); 1291 return tile_map[0]->xy_find (x, y);
1434 } 1292 }
1435 1293
1436 if (y >= height) 1294 if (y >= height)
1437 { 1295 {
1438 if (!tile_path[2]) 1296 if (!tile_available (2))
1439 return 0; 1297 return 0;
1440 1298
1441 find_and_link (this, 2);
1442 y -= height; 1299 y -= height;
1443 return tile_map[2]->xy_find (x, y); 1300 return tile_map[2]->xy_find (x, y);
1444 } 1301 }
1445 1302
1446 /* Simple case - coordinates are within this local 1303 /* Simple case - coordinates are within this local
1457adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1314adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1458{ 1315{
1459 if (!map1 || !map2) 1316 if (!map1 || !map2)
1460 return 0; 1317 return 0;
1461 1318
1462 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1319 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1463 //fix: compare paths instead (this is likely faster, too!) 1320 //fix: compare paths instead (this is likely faster, too!)
1464 if (map1 == map2) 1321 if (map1 == map2)
1465 { 1322 {
1466 *dx = 0; 1323 *dx = 0;
1467 *dy = 0; 1324 *dy = 0;
1568 * 1425 *
1569 * currently, the only flag supported (0x1) is don't translate for 1426 * currently, the only flag supported (0x1) is don't translate for
1570 * closest body part of 'op1' 1427 * closest body part of 'op1'
1571 */ 1428 */
1572void 1429void
1573get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1574{ 1431{
1575 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1576 { 1433 {
1577 /* be conservative and fill in _some_ data */ 1434 /* be conservative and fill in _some_ data */
1578 retval->distance = 10000; 1435 retval->distance = 10000;
1581 retval->direction = 0; 1438 retval->direction = 0;
1582 retval->part = 0; 1439 retval->part = 0;
1583 } 1440 }
1584 else 1441 else
1585 { 1442 {
1586 object *best;
1587
1588 retval->distance_x += op2->x - op1->x; 1443 retval->distance_x += op2->x - op1->x;
1589 retval->distance_y += op2->y - op1->y; 1444 retval->distance_y += op2->y - op1->y;
1590 1445
1591 best = op1; 1446 object *best = op1;
1447
1592 /* If this is multipart, find the closest part now */ 1448 /* If this is multipart, find the closest part now */
1593 if (!(flags & 0x1) && op1->more) 1449 if (!(flags & 1) && op1->more)
1594 { 1450 {
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1452
1597 /* we just take the offset of the piece to head to figure 1453 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1454 * distance instead of doing all that work above again
1649 else 1505 else
1650 { 1506 {
1651 retval->distance_x += op2->x - x; 1507 retval->distance_x += op2->x - x;
1652 retval->distance_y += op2->y - y; 1508 retval->distance_y += op2->y - y;
1653 1509
1654 retval->part = NULL; 1510 retval->part = 0;
1655 retval->distance = idistance (retval->distance_x, retval->distance_y); 1511 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1512 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1657 } 1513 }
1658} 1514}
1659 1515
1660/* Returns true of op1 and op2 are effectively on the same map 1516/* Returns true of op1 and op2 are effectively on the same map
1671 int dx, dy; 1527 int dx, dy;
1672 1528
1673 return adjacent_map (op1->map, op2->map, &dx, &dy); 1529 return adjacent_map (op1->map, op2->map, &dx, &dy);
1674} 1530}
1675 1531
1532//-GPL
1533
1676object * 1534object *
1677maptile::insert (object *op, int x, int y, object *originator, int flags) 1535maptile::insert (object *op, int x, int y, object *originator, int flags)
1678{ 1536{
1679 if (!op->flag [FLAG_REMOVED])
1680 op->remove ();
1681
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1537 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683} 1538}
1684 1539
1685region * 1540region *
1686maptile::region (int x, int y) const 1541maptile::region (int x, int y) const
1695 return default_region; 1550 return default_region;
1696 1551
1697 return ::region::default_region (); 1552 return ::region::default_region ();
1698} 1553}
1699 1554
1555//+GPL
1556
1700/* picks a random object from a style map. 1557/* picks a random object from a style map.
1701 * Redone by MSW so it should be faster and not use static
1702 * variables to generate tables.
1703 */ 1558 */
1704object * 1559object *
1705maptile::pick_random_object () const 1560maptile::pick_random_object (rand_gen &gen) const
1706{ 1561{
1707 /* while returning a null object will result in a crash, that 1562 /* while returning a null object will result in a crash, that
1708 * is actually preferable to an infinite loop. That is because 1563 * is actually preferable to an infinite loop. That is because
1709 * most servers will automatically restart in case of crash. 1564 * most servers will automatically restart in case of crash.
1710 * Change the logic on getting the random space - shouldn't make 1565 * Change the logic on getting the random space - shouldn't make
1711 * any difference, but this seems clearer to me. 1566 * any difference, but this seems clearer to me.
1712 */ 1567 */
1713 for (int i = 1000; --i;) 1568 for (int i = 1000; --i;)
1714 { 1569 {
1715 object *pick = at (rndm (width), rndm (height)).bot; 1570 object *pick = at (gen (width), gen (height)).bot;
1716 1571
1717 // do not prefer big monsters just because they are big. 1572 // must be head: do not prefer big monsters just because they are big.
1718 if (pick && pick->head_ () == pick) 1573 if (pick && pick->is_head ())
1719 return pick->head_ (); 1574 return pick;
1720 } 1575 }
1721 1576
1722 // instead of crashing in the unlikely(?) case, try to return *something* 1577 // instead of crashing in the unlikely(?) case, try to return *something*
1723 return get_archetype ("blocked"); 1578 return archetype::find (shstr_bug);
1724} 1579}
1725 1580
1581//-GPL
1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1619
1620static void
1621split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1622{
1623 // clip to map to the left
1624 if (x0 < 0)
1625 {
1626 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1627 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1628
1629 if (x1 < 0) // entirely to the left
1630 return;
1631
1632 x0 = 0;
1633 }
1634
1635 // clip to map to the right
1636 if (x1 > m->width)
1637 {
1638 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1639 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1640
1641 if (x0 > m->width) // entirely to the right
1642 return;
1643
1644 x1 = m->width;
1645 }
1646
1647 // clip to map above
1648 if (y0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_UP, 1))
1651 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1652
1653 if (y1 < 0) // entirely above
1654 return;
1655
1656 y0 = 0;
1657 }
1658
1659 // clip to map below
1660 if (y1 > m->height)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1663 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1664
1665 if (y0 > m->height) // entirely below
1666 return;
1667
1668 y1 = m->height;
1669 }
1670
1671 // if we get here, the rect is within the current map
1672 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1673
1674 r->m = m;
1675 r->x0 = x0;
1676 r->y0 = y0;
1677 r->x1 = x1;
1678 r->y1 = y1;
1679 r->dx = dx;
1680 r->dy = dy;
1681}
1682
1683maprect *
1684maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1685{
1686 buf.clear ();
1687
1688 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1689
1690 // add end marker
1691 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692 r->m = 0;
1693
1694 return (maprect *)buf.linearise ();
1695}
1696

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines