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Comparing deliantra/server/common/map.C (file contents):
Revision 1.58 by root, Sat Dec 30 18:45:27 2006 UTC vs.
Revision 1.147 by root, Mon Sep 29 10:20:48 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "loader.h"
30#include "path.h" 28#include "path.h"
31
32/*
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[MAX_BUF];
42
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf);
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113}
114
115/*
116 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file
118 * is returned.
119 * It tries out all the compression suffixes listed in the uncomp[] array.
120 *
121 * If prepend_dir is set, then we call create_pathname (which prepends
122 * libdir & mapdir). Otherwise, we assume the name given is fully
123 * complete.
124 * Only the editor actually cares about the writablity of this -
125 * the rest of the code only cares that the file is readable.
126 * when the editor goes away, the call to stat should probably be
127 * replaced by an access instead (similar to the windows one, but
128 * that seems to be missing the prepend_dir processing
129 */
130int
131check_path (const char *name, int prepend_dir)
132{
133 char buf[MAX_BUF];
134
135 char *endbuf;
136 struct stat statbuf;
137 int mode = 0;
138
139 if (prepend_dir)
140 strcpy (buf, create_pathname (name));
141 else
142 strcpy (buf, name);
143
144 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through
147 * all the names.
148 */
149 endbuf = buf + strlen (buf);
150
151 if (stat (buf, &statbuf))
152 return -1;
153 if (!S_ISREG (statbuf.st_mode))
154 return (-1);
155
156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
158 mode |= 4;
159
160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
162 mode |= 2;
163
164 return (mode);
165}
166 29
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 30/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 31 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 32 * it will also do map translation for tiled maps, returning
170 * new values into newmap, nx, and ny. Any and all of those 33 * new values into newmap, nx, and ny. Any and all of those
241 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
242 */ 105 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 107 return 0;
245 108
246 if (ob->head != NULL)
247 ob = ob->head; 109 ob = ob->head_ ();
248 110
249 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
282 else 144 else
283 { 145 {
284 /* Broke apart a big nasty if into several here to make 146 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks 147 * this more readable. first check - if the space blocks
286 * movement, can't move here. 148 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a 149 * second - if a monster, can't move there, unless it is a
288 * hidden dm 150 * hidden dm
289 */ 151 */
290 if (OB_MOVE_BLOCK (ob, tmp)) 152 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1; 153 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 154
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 155 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob
157 && tmp != ob
158 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
294 return 1; 160 return 1;
295 } 161 }
296 162
297 } 163 }
298 return 0; 164 return 0;
299} 165}
300 166
301
302/* 167/*
303 * Returns true if the given object can't fit in the given spot. 168 * Returns qthe blocking object if the given object can't fit in the given
304 * This is meant for multi space objects - for single space objecs, 169 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 170 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 171 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 172 * object and makes sure they can be inserted.
308 * 173 *
309 * While this doesn't call out of map, the get_map_flags does. 174 * While this doesn't call out of map, the get_map_flags does.
310 * 175 *
311 * This function has been used to deprecate arch_out_of_map - 176 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 177 * this function also does that check, and since in most cases,
323 * 188 *
324 * Note this used to be arch_blocked, but with new movement 189 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 190 * code, we need to have actual object to check its move_type
326 * against the move_block values. 191 * against the move_block values.
327 */ 192 */
328int 193bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 194object::blocked (maptile *m, int x, int y) const
330{ 195{
331 archetype *tmp; 196 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
332 int flag;
333 maptile *m1;
334 sint16 sx, sy;
335
336 if (ob == NULL)
337 {
338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
341
342 /* don't have object, so don't know what types would block */
343 return m1->at (sx, sy).move_block;
344 } 197 {
198 mapxy pos (m, x + tmp->x, y + tmp->y);
345 199
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 200 if (!pos.normalise ())
347 { 201 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 202
350 if (flag & P_OUT_OF_MAP) 203 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 204
352 if (flag & P_IS_ALIVE) 205 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 206 return 1;
354 207
355 mapspace &ms = m1->at (sx, sy); 208 /* However, often ob doesn't have any move type
356 209 * (signifying non-moving objects)
357 /* find_first_free_spot() calls this function. However, often
358 * ob doesn't have any move type (when used to place exits)
359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 210 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 211 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 212 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 213 continue;
364 214
365 /* Note it is intentional that we check ob - the movement type of the 215 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 216 * head of the object should correspond for the entire object.
367 */ 217 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 218 if (ms.blocks (move_type))
369 return P_NO_PASS; 219 return 1;
370 } 220 }
371 221
372 return 0; 222 return 0;
373} 223}
374 224
392 242
393 insert_ob_in_ob (tmp, container); 243 insert_ob_in_ob (tmp, container);
394 tmp = next; 244 tmp = next;
395 } 245 }
396 246
397 /* sum_weight will go through and calculate what all the containers are 247 // go through and calculate what all the containers are carrying.
398 * carrying. 248 //TODO: remove
399 */ 249 container->update_weight ();
400 sum_weight (container); 250}
251
252void
253maptile::set_object_flag (int flag, int value)
254{
255 if (!spaces)
256 return;
257
258 for (mapspace *ms = spaces + size (); ms-- > spaces; )
259 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
260 tmp->flag [flag] = value;
261}
262
263void
264maptile::post_load_original ()
265{
266 if (!spaces)
267 return;
268
269 set_object_flag (FLAG_OBJ_ORIGINAL);
270
271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp);
401} 274}
402 275
403/* link_multipart_objects go through all the objects on the map looking 276/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 277 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 278 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 279 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 280 */
409void 281void
410maptile::link_multipart_objects () 282maptile::link_multipart_objects ()
411{ 283{
412 if (!spaces) 284 if (!spaces)
413 return; 285 return;
414 286
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 287 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 288 {
289 object *op = ms->bot;
290 while (op)
417 { 291 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 292 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 293 if (op->head_ () == op && !op->more && op->arch->more)
422 {
423 /* If there is nothing more to this object, this for loop
424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 { 294 {
432 op = arch_to_object (at); 295 op->remove ();
296 op->expand_tail ();
433 297
434 /* update x,y coordinates */ 298 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 299 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 300 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
447 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 301 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
302
303 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
304 // so we have to reset the iteration through the mapspace
449 } 305 }
306 else
307 op = op->above;
450 } 308 }
451
452 tmp = above;
453 } 309 }
454} 310}
455 311
456/* 312/*
457 * Loads (ands parses) the objects into a given map from the specified 313 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 314 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 315 */
461bool 316bool
462maptile::load_objects (object_thawer &thawer) 317maptile::_load_objects (object_thawer &f)
463{ 318{
464 int unique; 319 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 320 {
472 /* if the archetype for the object is null, means that we 321 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 322
474 * or editor will not be able to do anything with it either. 323 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 324 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 325 case KW_arch:
326 if (object *op = object::read (f, this))
327 {
328 // TODO: why?
329 if (op->inv)
330 op->update_weight ();
331
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 {
334 // we insert manually because
335 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct
338 mapspace &ms = at (op->x, op->y);
339
340 op->flag [FLAG_REMOVED] = false;
341
342 op->above = 0;
343 op->below = ms.top;
344
345 if (ms.top)
346 ms.top->above = op;
347 else
348 ms.bot = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy_inv (false); // be explicit about dropping
357 op->destroy (true);
358 }
359 }
360
479 continue; 361 continue;
480 }
481 362
482 switch (i)
483 {
484 case LL_NORMAL:
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
486
487 if (op->inv)
488 sum_weight (op);
489
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 363 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 364 return true;
495 op->head = prev, last_more->more = op, last_more = op; 365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
496 break; 369 break;
497 } 370 }
498 371
499 op = object::create (); 372 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 373 }
520#endif
521 374
522 return true; 375 return true;
523} 376}
524 377
525void 378void
526maptile::activate () 379maptile::activate ()
527{ 380{
528 if (!spaces) 381 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 384 op->activate_recursive ();
534} 385}
535 386
536void 387void
537maptile::deactivate () 388maptile::deactivate ()
538{ 389{
539 if (!spaces) 390 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 393 op->deactivate_recursive ();
545} 394}
546 395
547bool 396bool
548maptile::save_objects (object_freezer &freezer, int flags) 397maptile::_save_objects (object_freezer &f, int flags)
549{ 398{
399 coroapi::cede_to_tick ();
400
550 if (flags & IO_HEADER) 401 if (flags & IO_HEADER)
551 save_header (freezer); 402 _save_header (f);
552 403
553 if (!spaces) 404 if (!spaces)
554 return false; 405 return false;
555 406
556 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
557 { 408 {
558 int unique = 0; 409 bool unique = 0;
410
559 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
560 { 412 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 414
564 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
565 continue; 416 continue;
566 417
567 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 419 {
569 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 421 op->write (f);
571 } 422 }
572 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 424 op->write (f);
574 } 425 }
575 } 426 }
576 427
428 coroapi::cede_to_tick ();
429
577 return true; 430 return true;
578} 431}
579 432
580bool 433bool
581maptile::load_objects (const char *path, bool skip_header) 434maptile::_save_objects (const char *path, int flags)
582{ 435{
583 object_thawer thawer (path); 436 object_freezer freezer;
584 437
585 if (!thawer) 438 if (!_save_objects (freezer, flags))
586 return false; 439 return false;
587 440
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
597 }
598
599 return load_objects (thawer);
600}
601
602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path); 441 return freezer.save (path);
611} 442}
612 443
613maptile::maptile () 444maptile::maptile ()
614{ 445{
615 in_memory = MAP_SWAPPED; 446 in_memory = MAP_SWAPPED;
616 447
617 /* The maps used to pick up default x and y values from the 448 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 449 * map archetype. Mimic that behaviour.
619 */ 450 */
620 width = 16; 451 width = 16;
621 height = 16; 452 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 453 timeout = 300;
624 enter_x = 0; 454 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 455 max_volume = 2000000; // 2m³
626} 456}
627 457
628maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
629{ 459{
630 in_memory = MAP_SWAPPED; 460 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 606 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 607 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 608 * MSW 2001-07-01
779 */ 609 */
780bool 610bool
781maptile::load_header (object_thawer &thawer) 611maptile::_load_header (object_thawer &thawer)
782{ 612{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 613 for (;;)
788 { 614 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 615 switch (thawer.kw)
792 { 616 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 617 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 618 thawer.get_ml (KW_endmsg, msg);
802 break; 619 break;
803 620
804 case KW_lore: // CF+ extension 621 case KW_lore: // CF+ extension
835 case KW_winddir: thawer.get (winddir); break; 652 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
837 654
838 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
840 659
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 662
844 // old names new names 663 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 678
679 case KW_ERROR:
680 set_key_text (thawer.kw_str, thawer.value);
681 break;
682
683 case KW_end:
684 thawer.next ();
685 return true;
686
860 default: 687 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 688 if (!thawer.parse_error ("map", 0))
689 return false;
862 break; 690 break;
863 } 691 }
692
693 thawer.next ();
864 } 694 }
865 695
866 abort (); 696 abort ();
867}
868
869bool
870maptile::load_header (const char *path)
871{
872 object_thawer thawer (path);
873
874 if (!thawer)
875 return false;
876
877 return load_header (thawer);
878} 697}
879 698
880/****************************************************************************** 699/******************************************************************************
881 * This is the start of unique map handling code 700 * This is the start of unique map handling code
882 *****************************************************************************/ 701 *****************************************************************************/
893 object *above = op->above; 712 object *above = op->above;
894 713
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 715 unique = 1;
897 716
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 { 718 {
900 op->destroy_inv (false); 719 op->destroy_inv (false);
901 op->destroy (); 720 op->destroy (true);
902 } 721 }
903 722
904 op = above; 723 op = above;
905 } 724 }
906 } 725 }
907} 726}
908 727
909bool 728bool
910maptile::save_header (object_freezer &freezer) 729maptile::_save_header (object_freezer &freezer)
911{ 730{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 731#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 732#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 733
915 MAP_OUT2 (arch, "map"); 734 MAP_OUT2 (arch, "map");
917 if (name) MAP_OUT (name); 736 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 737 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 738 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 739 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 740 MAP_OUT (fixed_resettime);
741 MAP_OUT (no_reset);
742 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 743 MAP_OUT (difficulty);
923 744
924 if (region) MAP_OUT2 (region, region->name); 745 if (default_region) MAP_OUT2 (region, default_region->name);
925 746
926 if (shopitems) 747 if (shopitems)
927 { 748 {
928 char shop[MAX_BUF]; 749 char shop[MAX_BUF];
929 print_shop_string (this, shop); 750 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 778 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 779 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 780 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 781 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 782
962 MAP_OUT2 (end, 0); 783 freezer.put (this);
784 freezer.put (KW_end);
963 785
964 return true; 786 return true;
965} 787}
966 788
967bool 789bool
968maptile::save_header (const char *path) 790maptile::_save_header (const char *path)
969{ 791{
970 object_freezer freezer; 792 object_freezer freezer;
971 793
972 if (!save_header (freezer)) 794 if (!_save_header (freezer))
973 return false; 795 return false;
974 796
975 return freezer.save (path); 797 return freezer.save (path);
976} 798}
977 799
979 * Remove and free all objects in the given map. 801 * Remove and free all objects in the given map.
980 */ 802 */
981void 803void
982maptile::clear () 804maptile::clear ()
983{ 805{
984 if (!spaces) 806 if (spaces)
985 return; 807 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 808 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 809 while (object *op = ms->bot)
989 { 810 {
811 // manually remove, as to not trigger anything
812 if (ms->bot = op->above)
813 ms->bot->below = 0;
814
815 op->flag [FLAG_REMOVED] = true;
816
817 object *head = op->head_ ();
990 if (op->head) 818 if (op == head)
991 op = op->head; 819 {
992
993 op->destroy_inv (false); 820 op->destroy_inv (false);
994 op->destroy (); 821 op->destroy (true);
822 }
823 else if (head->map != op->map)
824 {
825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 head->destroy (true);
827 }
828 }
829
830 sfree0 (spaces, size ());
995 } 831 }
996
997 sfree (spaces, size ()), spaces = 0;
998 832
999 if (buttons) 833 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 834 free_objectlinkpt (buttons), buttons = 0;
835
836 sfree0 (regions, size ());
837 delete [] regionmap; regionmap = 0;
1001} 838}
1002 839
1003void 840void
1004maptile::clear_header () 841maptile::clear_header ()
1005{ 842{
1035maptile::do_destroy () 872maptile::do_destroy ()
1036{ 873{
1037 attachable::do_destroy (); 874 attachable::do_destroy ();
1038 875
1039 clear (); 876 clear ();
877}
878
879/* decay and destroy perishable items in a map */
880void
881maptile::do_decay_objects ()
882{
883 if (!spaces)
884 return;
885
886 for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 for (object *above, *op = ms->bot; op; op = above)
888 {
889 above = op->above;
890
891 bool destroy = 0;
892
893 // do not decay anything above unique floor tiles (yet :)
894 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
895 break;
896
897 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
898 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ())
903 ; // do not decay
904 else if (op->is_weapon ())
905 {
906 op->stats.dam--;
907 if (op->stats.dam < 0)
908 destroy = 1;
909 }
910 else if (op->is_armor ())
911 {
912 op->stats.ac--;
913 if (op->stats.ac < 0)
914 destroy = 1;
915 }
916 else if (op->type == FOOD)
917 {
918 op->stats.food -= rndm (5, 20);
919 if (op->stats.food < 0)
920 destroy = 1;
921 }
922 else
923 {
924 int mat = op->materials;
925
926 if (mat & M_PAPER
927 || mat & M_LEATHER
928 || mat & M_WOOD
929 || mat & M_ORGANIC
930 || mat & M_CLOTH
931 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32))
937 destroy = 1;
938 }
939
940 /* adjust overall chance below */
941 if (destroy && rndm (0, 1))
942 op->destroy (true);
943 }
1040} 944}
1041 945
1042/* 946/*
1043 * Updates every button on the map (by calling update_button() for them). 947 * Updates every button on the map (by calling update_button() for them).
1044 */ 948 */
1091 995
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 996 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 997 {
1094 total_exp += op->stats.exp; 998 total_exp += op->stats.exp;
1095 999
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 1000 if (archetype *at = op->other_arch)
1001 {
1097 total_exp += at->clone.stats.exp * 8; 1002 total_exp += at->stats.exp * 8;
1098
1099 monster_cnt++; 1003 monster_cnt++;
1004 }
1005
1006 for (object *inv = op->inv; inv; inv = inv->below)
1007 {
1008 total_exp += op->stats.exp * 8;
1009 monster_cnt++;
1010 }
1100 } 1011 }
1101 } 1012 }
1102 1013
1103 avgexp = (double) total_exp / monster_cnt; 1014 avgexp = (double) total_exp / monster_cnt;
1104 1015
1143 else 1054 else
1144 darkness = new_level; 1055 darkness = new_level;
1145 1056
1146 /* All clients need to get re-updated for the change */ 1057 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 1058 update_all_map_los (this);
1059
1148 return 1; 1060 return 1;
1149} 1061}
1150 1062
1151/* 1063/*
1152 * This function updates various attributes about a specific space 1064 * This function updates various attributes about a specific space
1155 * through, etc) 1067 * through, etc)
1156 */ 1068 */
1157void 1069void
1158mapspace::update_ () 1070mapspace::update_ ()
1159{ 1071{
1160 object *tmp, *last = 0; 1072 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1162 New_Face *top, *floor, *middle;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1075
1166 middle = blank_face; 1076 //object *middle = 0;
1167 top = blank_face; 1077 //object *top = 0;
1168 floor = blank_face; 1078 //object *floor = 0;
1079 // this seems to generate better code than using locals, above
1080 object *&top = faces_obj[0] = 0;
1081 object *&middle = faces_obj[1] = 0;
1082 object *&floor = faces_obj[2] = 0;
1169 1083
1170 middle_obj = 0;
1171 top_obj = 0;
1172 floor_obj = 0;
1173
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1085 {
1176 /* This could be made additive I guess (two lights better than 1086 /* This could be made additive I guess (two lights better than
1177 * one). But if so, it shouldn't be a simple additive - 2 1087 * one). But if so, it shouldn't be a simple additive - 2
1178 * light bulbs do not illuminate twice as far as once since 1088 * light bulbs do not illuminate twice as far as once since
1179 * it is a dissapation factor that is cubed. 1089 * it is a dissapation factor that is cubed.
1180 */ 1090 */
1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius; 1091 light = max (light, tmp->glow_radius);
1183 1092
1184 /* This call is needed in order to update objects the player 1093 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1094 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1095 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1096 * 3 times each time the player moves, because many of the
1190 * Always put the player down for drawing. 1099 * Always put the player down for drawing.
1191 */ 1100 */
1192 if (!tmp->invisible) 1101 if (!tmp->invisible)
1193 { 1102 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1103 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1104 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1105 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1106 {
1201 /* If we got a floor, that means middle and top were below it, 1107 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1108 * so should not be visible, so we clear them.
1203 */ 1109 */
1204 middle = blank_face; 1110 middle = 0;
1205 top = blank_face; 1111 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1112 floor = tmp;
1208 } 1113 }
1209 /* Flag anywhere have high priority */ 1114 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1115 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1116 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1117 middle = tmp;
1215 anywhere = 1; 1118 anywhere = 1;
1216 } 1119 }
1120
1217 /* Find the highest visible face around. If equal 1121 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1122 * visibilities, we still want the one nearer to the
1219 * top 1123 * top
1220 */ 1124 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1125 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1126 middle = tmp;
1225 }
1226 } 1127 }
1227 1128
1228 if (tmp == tmp->above) 1129 if (tmp == tmp->above)
1229 { 1130 {
1230 LOG (llevError, "Error in structure of map\n"); 1131 LOG (llevError, "Error in structure of map\n");
1265 * middle face. This should not happen, as we already have the 1166 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1167 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1168 * may be possible for the faces to match but be different objects.
1268 */ 1169 */
1269 if (top == middle) 1170 if (top == middle)
1270 middle = blank_face; 1171 middle = 0;
1271 1172
1272 /* There are three posibilities at this point: 1173 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1174 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1175 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1176 * 3) neither middle or top is set - need to set both.
1276 */ 1177 */
1277 1178
1278 for (tmp = last; tmp; tmp = tmp->below) 1179 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1180 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1181 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1182 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1183 break;
1283 1184
1284 /* If two top faces are already set, quit processing */ 1185 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1186 if (top && middle)
1286 break; 1187 break;
1287 1188
1288 /* Only show visible faces, unless its the editor - show all */ 1189 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1190 if (!tmp->invisible)
1290 { 1191 {
1291 /* Fill in top if needed */ 1192 /* Fill in top if needed */
1292 if (top == blank_face) 1193 if (!top)
1293 { 1194 {
1294 top = tmp->face;
1295 top_obj = tmp; 1195 top = tmp;
1296 if (top == middle) 1196 if (top == middle)
1297 middle = blank_face; 1197 middle = 0;
1298 } 1198 }
1299 else 1199 else
1300 { 1200 {
1301 /* top is already set - we should only get here if 1201 /* top is already set - we should only get here if
1302 * middle is not set 1202 * middle is not set
1303 * 1203 *
1304 * Set the middle face and break out, since there is nothing 1204 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1205 * more to fill in. We don't check visiblity here, since
1306 * 1206 *
1307 */ 1207 */
1308 if (tmp->face != top) 1208 if (tmp != top)
1309 { 1209 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1210 middle = tmp;
1312 break; 1211 break;
1313 } 1212 }
1314 } 1213 }
1315 } 1214 }
1316 } 1215 }
1317 1216
1318 if (middle == floor) 1217 if (middle == floor)
1319 middle = blank_face; 1218 middle = 0;
1320 1219
1321 if (top == middle) 1220 if (top == middle)
1322 middle = blank_face; 1221 middle = 0;
1323 1222
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1223#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1224 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1225 faces_obj [1] = middle;
1226 faces_obj [2] = floor;
1227#endif
1327} 1228}
1328 1229
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1230uint64
1330 * the map. It also takes care of linking back the freshly loaded 1231mapspace::volume () const
1331 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1333 * so that it is easier for calling functions to verify success.
1334 */
1335static maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1337{ 1232{
1338 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1233 uint64 vol = 0;
1339 mp->load ();
1340 1234
1341 int dest_tile = (tile_num + 2) % 4; 1235 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1236 vol += op->volume ();
1342 1237
1343 orig_map->tile_map[tile_num] = mp; 1238 return vol;
1239}
1344 1240
1345 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1241bool
1346 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1242maptile::tile_available (int dir, bool load)
1347 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1243{
1244 if (!tile_path[dir])
1245 return 0;
1348 1246
1247 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1248 return 1;
1249
1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1251 return 1;
1252
1349 return mp; 1253 return 0;
1350} 1254}
1351 1255
1352/* this returns TRUE if the coordinates (x,y) are out of 1256/* this returns TRUE if the coordinates (x,y) are out of
1353 * map m. This function also takes into account any 1257 * map m. This function also takes into account any
1354 * tiling considerations, loading adjacant maps as needed. 1258 * tiling considerations, loading adjacant maps as needed.
1367 if (!m) 1271 if (!m)
1368 return 0; 1272 return 0;
1369 1273
1370 if (x < 0) 1274 if (x < 0)
1371 { 1275 {
1372 if (!m->tile_path[3]) 1276 if (!m->tile_available (3))
1373 return 1; 1277 return 1;
1374 1278
1375 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1376 load_and_link_tiled_map (m, 3);
1377
1378 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1279 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1379 } 1280 }
1380 1281
1381 if (x >= m->width) 1282 if (x >= m->width)
1382 { 1283 {
1383 if (!m->tile_path[1]) 1284 if (!m->tile_available (1))
1384 return 1; 1285 return 1;
1385 1286
1386 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1387 load_and_link_tiled_map (m, 1);
1388
1389 return out_of_map (m->tile_map[1], x - m->width, y); 1287 return out_of_map (m->tile_map[1], x - m->width, y);
1390 } 1288 }
1391 1289
1392 if (y < 0) 1290 if (y < 0)
1393 { 1291 {
1394 if (!m->tile_path[0]) 1292 if (!m->tile_available (0))
1395 return 1; 1293 return 1;
1396 1294
1397 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1398 load_and_link_tiled_map (m, 0);
1399
1400 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1295 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1401 } 1296 }
1402 1297
1403 if (y >= m->height) 1298 if (y >= m->height)
1404 { 1299 {
1405 if (!m->tile_path[2]) 1300 if (!m->tile_available (2))
1406 return 1; 1301 return 1;
1407
1408 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1409 load_and_link_tiled_map (m, 2);
1410 1302
1411 return out_of_map (m->tile_map[2], x, y - m->height); 1303 return out_of_map (m->tile_map[2], x, y - m->height);
1412 } 1304 }
1413 1305
1414 /* Simple case - coordinates are within this local 1306 /* Simple case - coordinates are within this local
1419 1311
1420/* This is basically the same as out_of_map above, but 1312/* This is basically the same as out_of_map above, but
1421 * instead we return NULL if no map is valid (coordinates 1313 * instead we return NULL if no map is valid (coordinates
1422 * out of bounds and no tiled map), otherwise it returns 1314 * out of bounds and no tiled map), otherwise it returns
1423 * the map as that the coordinates are really on, and 1315 * the map as that the coordinates are really on, and
1424 * updates x and y to be the localized coordinates. 1316 * updates x and y to be the localised coordinates.
1425 * Using this is more efficient of calling out_of_map 1317 * Using this is more efficient of calling out_of_map
1426 * and then figuring out what the real map is 1318 * and then figuring out what the real map is
1427 */ 1319 */
1428maptile * 1320maptile *
1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1321maptile::xy_find (sint16 &x, sint16 &y)
1430{ 1322{
1431 if (*x < 0) 1323 if (x < 0)
1432 { 1324 {
1433 if (!m->tile_path[3]) 1325 if (!tile_available (3))
1434 return 0; 1326 return 0;
1435 1327
1436 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1437 load_and_link_tiled_map (m, 3);
1438
1439 *x += m->tile_map[3]->width; 1328 x += tile_map[3]->width;
1440 return (get_map_from_coord (m->tile_map[3], x, y)); 1329 return tile_map[3]->xy_find (x, y);
1441 } 1330 }
1442 1331
1443 if (*x >= m->width) 1332 if (x >= width)
1444 { 1333 {
1445 if (!m->tile_path[1]) 1334 if (!tile_available (1))
1446 return 0; 1335 return 0;
1447 1336
1448 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1449 load_and_link_tiled_map (m, 1);
1450
1451 *x -= m->width; 1337 x -= width;
1452 return (get_map_from_coord (m->tile_map[1], x, y)); 1338 return tile_map[1]->xy_find (x, y);
1453 } 1339 }
1454 1340
1455 if (*y < 0) 1341 if (y < 0)
1456 { 1342 {
1457 if (!m->tile_path[0]) 1343 if (!tile_available (0))
1458 return 0; 1344 return 0;
1459 1345
1460 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1461 load_and_link_tiled_map (m, 0);
1462
1463 *y += m->tile_map[0]->height; 1346 y += tile_map[0]->height;
1464 return (get_map_from_coord (m->tile_map[0], x, y)); 1347 return tile_map[0]->xy_find (x, y);
1465 } 1348 }
1466 1349
1467 if (*y >= m->height) 1350 if (y >= height)
1468 { 1351 {
1469 if (!m->tile_path[2]) 1352 if (!tile_available (2))
1470 return 0; 1353 return 0;
1471 1354
1472 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1473 load_and_link_tiled_map (m, 2);
1474
1475 *y -= m->height; 1355 y -= height;
1476 return (get_map_from_coord (m->tile_map[2], x, y)); 1356 return tile_map[2]->xy_find (x, y);
1477 } 1357 }
1478 1358
1479 /* Simple case - coordinates are within this local 1359 /* Simple case - coordinates are within this local
1480 * map. 1360 * map.
1481 */ 1361 */
1482 return m; 1362 return this;
1483} 1363}
1484 1364
1485/** 1365/**
1486 * Return whether map2 is adjacent to map1. If so, store the distance from 1366 * Return whether map2 is adjacent to map1. If so, store the distance from
1487 * map1 to map2 in dx/dy. 1367 * map1 to map2 in dx/dy.
1488 */ 1368 */
1489static int 1369int
1490adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1370adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1491{ 1371{
1492 if (!map1 || !map2) 1372 if (!map1 || !map2)
1493 return 0; 1373 return 0;
1494 1374
1375 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1376 //fix: compare paths instead (this is likely faster, too!)
1495 if (map1 == map2) 1377 if (map1 == map2)
1496 { 1378 {
1497 *dx = 0; 1379 *dx = 0;
1498 *dy = 0; 1380 *dy = 0;
1499 } 1381 }
1559 } 1441 }
1560 else 1442 else
1561 return 0; 1443 return 0;
1562 1444
1563 return 1; 1445 return 1;
1446}
1447
1448maptile *
1449maptile::xy_load (sint16 &x, sint16 &y)
1450{
1451 maptile *map = xy_find (x, y);
1452
1453 if (map)
1454 map->load_sync ();
1455
1456 return map;
1457}
1458
1459maptile *
1460get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1461{
1462 return m->xy_load (*x, *y);
1564} 1463}
1565 1464
1566/* From map.c 1465/* From map.c
1567 * This is used by get_player to determine where the other 1466 * This is used by get_player to determine where the other
1568 * creature is. get_rangevector takes into account map tiling, 1467 * creature is. get_rangevector takes into account map tiling,
1569 * so you just can not look the the map coordinates and get the 1468 * so you just can not look the the map coordinates and get the
1570 * righte value. distance_x/y are distance away, which 1469 * righte value. distance_x/y are distance away, which
1571 * can be negativbe. direction is the crossfire direction scheme 1470 * can be negative. direction is the crossfire direction scheme
1572 * that the creature should head. part is the part of the 1471 * that the creature should head. part is the part of the
1573 * monster that is closest. 1472 * monster that is closest.
1574 * 1473 *
1575 * get_rangevector looks at op1 and op2, and fills in the 1474 * get_rangevector looks at op1 and op2, and fills in the
1576 * structure for op1 to get to op2. 1475 * structure for op1 to get to op2.
1587get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1486get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1588{ 1487{
1589 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1488 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1590 { 1489 {
1591 /* be conservative and fill in _some_ data */ 1490 /* be conservative and fill in _some_ data */
1592 retval->distance = 100000; 1491 retval->distance = 10000;
1593 retval->distance_x = 32767; 1492 retval->distance_x = 10000;
1594 retval->distance_y = 32767; 1493 retval->distance_y = 10000;
1595 retval->direction = 0; 1494 retval->direction = 0;
1596 retval->part = 0; 1495 retval->part = 0;
1597 } 1496 }
1598 else 1497 else
1599 { 1498 {
1604 1503
1605 best = op1; 1504 best = op1;
1606 /* If this is multipart, find the closest part now */ 1505 /* If this is multipart, find the closest part now */
1607 if (!(flags & 0x1) && op1->more) 1506 if (!(flags & 0x1) && op1->more)
1608 { 1507 {
1609 object *tmp;
1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1508 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1611 1509
1612 /* we just take the offset of the piece to head to figure 1510 /* we just take the offset of the piece to head to figure
1613 * distance instead of doing all that work above again 1511 * distance instead of doing all that work above again
1614 * since the distance fields we set above are positive in the 1512 * since the distance fields we set above are positive in the
1615 * same axis as is used for multipart objects, the simply arithmetic 1513 * same axis as is used for multipart objects, the simply arithmetic
1616 * below works. 1514 * below works.
1617 */ 1515 */
1618 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 { 1517 {
1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1518 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1519 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1622 if (tmpi < best_distance) 1520 if (tmpi < best_distance)
1623 { 1521 {
1624 best_distance = tmpi; 1522 best_distance = tmpi;
1625 best = tmp; 1523 best = tmp;
1626 } 1524 }
1627 } 1525 }
1526
1628 if (best != op1) 1527 if (best != op1)
1629 { 1528 {
1630 retval->distance_x += op1->x - best->x; 1529 retval->distance_x += op1->x - best->x;
1631 retval->distance_y += op1->y - best->y; 1530 retval->distance_y += op1->y - best->y;
1632 } 1531 }
1633 } 1532 }
1533
1634 retval->part = best; 1534 retval->part = best;
1635 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1535 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1636 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1536 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1637 } 1537 }
1638} 1538}
1639 1539
1640/* this is basically the same as get_rangevector above, but instead of 1540/* this is basically the same as get_rangevector above, but instead of
1645 * flags has no meaning for this function at this time - I kept it in to 1545 * flags has no meaning for this function at this time - I kept it in to
1646 * be more consistant with the above function and also in case they are needed 1546 * be more consistant with the above function and also in case they are needed
1647 * for something in the future. Also, since no object is pasted, the best 1547 * for something in the future. Also, since no object is pasted, the best
1648 * field of the rv_vector is set to NULL. 1548 * field of the rv_vector is set to NULL.
1649 */ 1549 */
1650
1651void 1550void
1652get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1551get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1653{ 1552{
1654 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1553 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1655 { 1554 {
1656 /* be conservative and fill in _some_ data */ 1555 /* be conservative and fill in _some_ data */
1657 retval->distance = 100000; 1556 retval->distance = 100000;
1664 { 1563 {
1665 retval->distance_x += op2->x - x; 1564 retval->distance_x += op2->x - x;
1666 retval->distance_y += op2->y - y; 1565 retval->distance_y += op2->y - y;
1667 1566
1668 retval->part = NULL; 1567 retval->part = NULL;
1669 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1568 retval->distance = idistance (retval->distance_x, retval->distance_y);
1670 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1569 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1671 } 1570 }
1672} 1571}
1673 1572
1674/* Returns true of op1 and op2 are effectively on the same map 1573/* Returns true of op1 and op2 are effectively on the same map
1688} 1587}
1689 1588
1690object * 1589object *
1691maptile::insert (object *op, int x, int y, object *originator, int flags) 1590maptile::insert (object *op, int x, int y, object *originator, int flags)
1692{ 1591{
1693 if (!op->flag [FLAG_REMOVED])
1694 op->remove ();
1695
1696 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1592 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1697} 1593}
1698 1594
1595region *
1596maptile::region (int x, int y) const
1597{
1598 if (regions
1599 && regionmap
1600 && !OUT_OF_REAL_MAP (this, x, y))
1601 if (struct region *reg = regionmap [regions [y * width + x]])
1602 return reg;
1603
1604 if (default_region)
1605 return default_region;
1606
1607 return ::region::default_region ();
1608}
1609
1610/* picks a random object from a style map.
1611 */
1612object *
1613maptile::pick_random_object (rand_gen &gen) const
1614{
1615 /* while returning a null object will result in a crash, that
1616 * is actually preferable to an infinite loop. That is because
1617 * most servers will automatically restart in case of crash.
1618 * Change the logic on getting the random space - shouldn't make
1619 * any difference, but this seems clearer to me.
1620 */
1621 for (int i = 1000; --i;)
1622 {
1623 object *pick = at (gen (width), gen (height)).bot;
1624
1625 // do not prefer big monsters just because they are big.
1626 if (pick && pick->is_head ())
1627 return pick->head_ ();
1628 }
1629
1630 // instead of crashing in the unlikely(?) case, try to return *something*
1631 return archetype::find ("bug");
1632}
1633
1634void
1635maptile::play_sound (faceidx sound, int x, int y) const
1636{
1637 if (!sound)
1638 return;
1639
1640 for_all_players (pl)
1641 if (pl->ob->map == this)
1642 if (client *ns = pl->ns)
1643 {
1644 int dx = x - pl->ob->x;
1645 int dy = y - pl->ob->y;
1646
1647 int distance = idistance (dx, dy);
1648
1649 if (distance <= MAX_SOUND_DISTANCE)
1650 ns->play_sound (sound, dx, dy);
1651 }
1652}
1653

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