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Comparing deliantra/server/common/map.C (file contents):
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC vs.
Revision 1.99 by root, Mon Apr 16 06:23:39 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
227 229
228 } 230 }
229 return 0; 231 return 0;
230} 232}
231 233
232
233/* 234/*
234 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
343} 344}
344 345
345/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 350 */
351void 351void
352maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
353{ 353{
354 if (!spaces) 354 if (!spaces)
355 return; 355 return;
356 356
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 358 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
359 { 359 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 361 if (!tmp->head && !tmp->more)
364 { 362 {
365 /* If there is nothing more to this object, this for loop 363 /* If there is nothing more to this object, this for loop
366 * won't do anything. 364 * won't do anything.
388 * the coding is simpler to just to it here with each part. 386 * the coding is simpler to just to it here with each part.
389 */ 387 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 388 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
391 } 389 }
392 } 390 }
393
394 tmp = above;
395 } 391 }
396} 392}
397 393
398/* 394/*
399 * Loads (ands parses) the objects into a given map from the specified 395 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 396 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 397 */
403bool 398bool
404maptile::load_objects (object_thawer &thawer) 399maptile::_load_objects (object_thawer &f)
405{ 400{
406 int unique; 401 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 402 {
414 /* if the archetype for the object is null, means that we 403 coroapi::cede_every (1000); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 404
416 * or editor will not be able to do anything with it either. 405 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 406 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 407 case KW_arch:
421 continue; 408 if (object *op = object::read (f, this))
422 }
423
424 switch (i)
425 { 409 {
426 case LL_NORMAL: 410 if (op->inv)
411 sum_weight (op);
412
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 413 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
414 }
428 415
429 if (op->inv) 416 continue;
430 sum_weight (op);
431 417
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 418 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 419 return true;
437 op->head = prev, last_more->more = op, last_more = op; 420
421 default:
422 if (!f.parse_error ("map file"))
423 return false;
438 break; 424 break;
439 } 425 }
440 426
441 op = object::create (); 427 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 428 }
462#endif
463 429
464 return true; 430 return true;
465} 431}
466 432
467void 433void
485 for (object *op = ms->bot; op; op = op->above) 451 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 452 op->deactivate_recursive ();
487} 453}
488 454
489bool 455bool
490maptile::save_objects (object_freezer &freezer, int flags) 456maptile::_save_objects (object_freezer &f, int flags)
491{ 457{
458 coroapi::cede ();
459
492 if (flags & IO_HEADER) 460 if (flags & IO_HEADER)
493 save_header (freezer); 461 _save_header (f);
494 462
495 if (!spaces) 463 if (!spaces)
496 return false; 464 return false;
497 465
498 for (int i = 0; i < size (); ++i) 466 for (int i = 0; i < size (); ++i)
507 continue; 475 continue;
508 476
509 if (unique || op->flag [FLAG_UNIQUE]) 477 if (unique || op->flag [FLAG_UNIQUE])
510 { 478 {
511 if (flags & IO_UNIQUES) 479 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 480 op->write (f);
513 } 481 }
514 else if (flags & IO_OBJECTS) 482 else if (flags & IO_OBJECTS)
515 save_object (freezer, op, 1); 483 op->write (f);
516 } 484 }
517 } 485 }
518 486
487 coroapi::cede ();
488
519 return true; 489 return true;
520} 490}
521 491
522bool 492bool
523maptile::load_objects (const char *path, bool skip_header) 493maptile::_load_objects (const char *path, bool skip_header)
524{ 494{
525 object_thawer thawer (path); 495 object_thawer f (path);
526 496
527 if (!thawer) 497 if (!f)
528 return false; 498 return false;
499
500 f.next ();
529 501
530 if (skip_header) 502 if (skip_header)
531 for (;;) 503 for (;;)
532 { 504 {
533 keyword kw = thawer.get_kv (); 505 keyword kw = f.kw;
534 506 f.skip ();
535 if (kw == KW_end) 507 if (kw == KW_end)
536 break; 508 break;
537
538 thawer.skip_kv (kw);
539 } 509 }
540 510
541 return load_objects (thawer); 511 return _load_objects (f);
542} 512}
543 513
544bool 514bool
545maptile::save_objects (const char *path, int flags) 515maptile::_save_objects (const char *path, int flags)
546{ 516{
547 object_freezer freezer; 517 object_freezer freezer;
548 518
549 if (!save_objects (freezer, flags)) 519 if (!_save_objects (freezer, flags))
550 return false; 520 return false;
551 521
552 return freezer.save (path); 522 return freezer.save (path);
553} 523}
554 524
555maptile::maptile () 525maptile::maptile ()
556{ 526{
557 in_memory = MAP_SWAPPED; 527 in_memory = MAP_SWAPPED;
558 528
559 /* The maps used to pick up default x and y values from the 529 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour. 530 * map archetype. Mimic that behaviour.
561 */ 531 */
562 width = 16; 532 width = 16;
563 height = 16; 533 height = 16;
564 reset_timeout = 0;
565 timeout = 300; 534 timeout = 300;
566 enter_x = 0; 535 max_nrof = 1000; // 1000 items of anything
567 enter_y = 0; 536 max_volume = 2000000; // 2m³
568} 537}
569 538
570maptile::maptile (int w, int h) 539maptile::maptile (int w, int h)
571{ 540{
572 in_memory = MAP_SWAPPED; 541 in_memory = MAP_SWAPPED;
718 * This could be done in lex (like the object loader), but I think 687 * This could be done in lex (like the object loader), but I think
719 * currently, there are few enough fields this is not a big deal. 688 * currently, there are few enough fields this is not a big deal.
720 * MSW 2001-07-01 689 * MSW 2001-07-01
721 */ 690 */
722bool 691bool
723maptile::load_header (object_thawer &thawer) 692maptile::_load_header (object_thawer &thawer)
724{ 693{
725 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
726 int msgpos = 0;
727 int maplorepos = 0;
728
729 for (;;) 694 for (;;)
730 { 695 {
731 keyword kw = thawer.get_kv (); 696 keyword kw = thawer.get_kv ();
732 697
733 switch (kw) 698 switch (kw)
734 { 699 {
735 case KW_EOF:
736 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
737 return false;
738
739 case KW_end:
740 return true;
741
742 case KW_msg: 700 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 701 thawer.get_ml (KW_endmsg, msg);
744 break; 702 break;
745 703
746 case KW_lore: // CF+ extension 704 case KW_lore: // CF+ extension
778 case KW_sky: thawer.get (sky); break; 736 case KW_sky: thawer.get (sky); break;
779 737
780 case KW_per_player: thawer.get (per_player); break; 738 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 739 case KW_per_party: thawer.get (per_party); break;
782 740
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 741 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 742 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 743
786 // old names new names 744 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 745 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 746 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 755 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 756 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 757 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 758 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 759
760 case KW_end:
761 return true;
762
802 default: 763 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 764 if (!thawer.parse_error ("map", 0))
765 return false;
804 break; 766 break;
805 } 767 }
806 } 768 }
807 769
808 abort (); 770 abort ();
809} 771}
810 772
811bool 773bool
812maptile::load_header (const char *path) 774maptile::_load_header (const char *path)
813{ 775{
814 object_thawer thawer (path); 776 object_thawer thawer (path);
815 777
816 if (!thawer) 778 if (!thawer)
817 return false; 779 return false;
818 780
819 return load_header (thawer); 781 return _load_header (thawer);
820} 782}
821 783
822/****************************************************************************** 784/******************************************************************************
823 * This is the start of unique map handling code 785 * This is the start of unique map handling code
824 *****************************************************************************/ 786 *****************************************************************************/
847 } 809 }
848 } 810 }
849} 811}
850 812
851bool 813bool
852maptile::save_header (object_freezer &freezer) 814maptile::_save_header (object_freezer &freezer)
853{ 815{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 816#define MAP_OUT(k) freezer.put (KW_ ## k, k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 817#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
856 818
857 MAP_OUT2 (arch, "map"); 819 MAP_OUT2 (arch, "map");
861 MAP_OUT (reset_time); 823 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 824 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 825 MAP_OUT (fixed_resettime);
864 MAP_OUT (difficulty); 826 MAP_OUT (difficulty);
865 827
866 if (region) MAP_OUT2 (region, region->name); 828 if (default_region) MAP_OUT2 (region, default_region->name);
867 829
868 if (shopitems) 830 if (shopitems)
869 { 831 {
870 char shop[MAX_BUF]; 832 char shop[MAX_BUF];
871 print_shop_string (this, shop); 833 print_shop_string (this, shop);
906 868
907 return true; 869 return true;
908} 870}
909 871
910bool 872bool
911maptile::save_header (const char *path) 873maptile::_save_header (const char *path)
912{ 874{
913 object_freezer freezer; 875 object_freezer freezer;
914 876
915 if (!save_header (freezer)) 877 if (!_save_header (freezer))
916 return false; 878 return false;
917 879
918 return freezer.save (path); 880 return freezer.save (path);
919} 881}
920 882
922 * Remove and free all objects in the given map. 884 * Remove and free all objects in the given map.
923 */ 885 */
924void 886void
925maptile::clear () 887maptile::clear ()
926{ 888{
889 sfree (regions, size ()), regions = 0;
890 free (regionmap), regionmap = 0;
891
927 if (!spaces) 892 if (spaces)
928 return; 893 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 894 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 895 while (object *op = ms->bot)
932 { 896 {
933 if (op->head) 897 if (op->head)
934 op = op->head; 898 op = op->head;
935 899
936 op->destroy_inv (false); 900 op->destroy_inv (false);
937 op->destroy (); 901 op->destroy ();
938 } 902 }
939 903
940 sfree (spaces, size ()), spaces = 0; 904 sfree (spaces, size ()), spaces = 0;
905 }
941 906
942 if (buttons) 907 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 908 free_objectlinkpt (buttons), buttons = 0;
944} 909}
945 910
1099 */ 1064 */
1100void 1065void
1101mapspace::update_ () 1066mapspace::update_ ()
1102{ 1067{
1103 object *tmp, *last = 0; 1068 object *tmp, *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1069 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1105 New_Face *top, *floor, *middle;
1106 object *top_obj, *floor_obj, *middle_obj;
1107 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1108 1071
1109 middle = blank_face; 1072 //object *middle = 0;
1110 top = blank_face; 1073 //object *top = 0;
1111 floor = blank_face; 1074 //object *floor = 0;
1112 1075 // this seems to generate better code than using locals, above
1113 middle_obj = 0; 1076 object *&top = faces_obj[0] = 0;
1114 top_obj = 0; 1077 object *&middle = faces_obj[1] = 0;
1115 floor_obj = 0; 1078 object *&floor = faces_obj[2] = 0;
1116 1079
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1081 {
1119 /* This could be made additive I guess (two lights better than 1082 /* This could be made additive I guess (two lights better than
1120 * one). But if so, it shouldn't be a simple additive - 2 1083 * one). But if so, it shouldn't be a simple additive - 2
1133 * Always put the player down for drawing. 1096 * Always put the player down for drawing.
1134 */ 1097 */
1135 if (!tmp->invisible) 1098 if (!tmp->invisible)
1136 { 1099 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1100 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1101 top = tmp;
1141 }
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1102 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1103 {
1144 /* If we got a floor, that means middle and top were below it, 1104 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1105 * so should not be visible, so we clear them.
1146 */ 1106 */
1147 middle = blank_face; 1107 middle = 0;
1148 top = blank_face; 1108 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1109 floor = tmp;
1151 } 1110 }
1152 /* Flag anywhere have high priority */ 1111 /* Flag anywhere have high priority */
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1112 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1113 {
1155 middle = tmp->face;
1156
1157 middle_obj = tmp; 1114 middle = tmp;
1158 anywhere = 1; 1115 anywhere = 1;
1159 } 1116 }
1160 /* Find the highest visible face around. If equal 1117 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the 1118 * visibilities, we still want the one nearer to the
1162 * top 1119 * top
1163 */ 1120 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1121 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp; 1122 middle = tmp;
1168 }
1169 } 1123 }
1170 1124
1171 if (tmp == tmp->above) 1125 if (tmp == tmp->above)
1172 { 1126 {
1173 LOG (llevError, "Error in structure of map\n"); 1127 LOG (llevError, "Error in structure of map\n");
1208 * middle face. This should not happen, as we already have the 1162 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1163 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1164 * may be possible for the faces to match but be different objects.
1211 */ 1165 */
1212 if (top == middle) 1166 if (top == middle)
1213 middle = blank_face; 1167 middle = 0;
1214 1168
1215 /* There are three posibilities at this point: 1169 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1170 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1171 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1172 * 3) neither middle or top is set - need to set both.
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1177 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1178 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1179 break;
1226 1180
1227 /* If two top faces are already set, quit processing */ 1181 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1182 if (top && middle)
1229 break; 1183 break;
1230 1184
1231 /* Only show visible faces, unless its the editor - show all */ 1185 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1186 if (!tmp->invisible)
1233 { 1187 {
1234 /* Fill in top if needed */ 1188 /* Fill in top if needed */
1235 if (top == blank_face) 1189 if (!top)
1236 { 1190 {
1237 top = tmp->face;
1238 top_obj = tmp; 1191 top = tmp;
1239 if (top == middle) 1192 if (top == middle)
1240 middle = blank_face; 1193 middle = 0;
1241 } 1194 }
1242 else 1195 else
1243 { 1196 {
1244 /* top is already set - we should only get here if 1197 /* top is already set - we should only get here if
1245 * middle is not set 1198 * middle is not set
1246 * 1199 *
1247 * Set the middle face and break out, since there is nothing 1200 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1201 * more to fill in. We don't check visiblity here, since
1249 * 1202 *
1250 */ 1203 */
1251 if (tmp->face != top) 1204 if (tmp != top)
1252 { 1205 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1206 middle = tmp;
1255 break; 1207 break;
1256 } 1208 }
1257 } 1209 }
1258 } 1210 }
1259 } 1211 }
1260 1212
1261 if (middle == floor) 1213 if (middle == floor)
1262 middle = blank_face; 1214 middle = 0;
1263 1215
1264 if (top == middle) 1216 if (top == middle)
1265 middle = blank_face; 1217 middle = 0;
1266 1218
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1219#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1220 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1221 faces_obj [1] = middle;
1222 faces_obj [2] = floor;
1223#endif
1270} 1224}
1271 1225
1226uint64
1227mapspace::volume () const
1228{
1229 uint64 vol = 0;
1230
1231 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1232 vol += op->volume ();
1233
1234 return vol;
1235}
1236
1272/* this updates the orig_map->tile_map[tile_num] value after loading 1237/* this updates the orig_map->tile_map[tile_num] value after finding
1273 * the map. It also takes care of linking back the freshly loaded 1238 * the map. It also takes care of linking back the freshly found
1274 * maps tile_map values if it tiles back to this one. It returns 1239 * maps tile_map values if it tiles back to this one. It returns
1275 * the value of orig_map->tile_map[tile_num]. It really only does this 1240 * the value of orig_map->tile_map[tile_num].
1276 * so that it is easier for calling functions to verify success.
1277 */ 1241 */
1278static maptile * 1242static inline maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num) 1243find_and_link (maptile *orig_map, int tile_num)
1280{ 1244{
1245 maptile *mp = orig_map->tile_map [tile_num];
1246
1247 if (!mp)
1248 {
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1249 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1282 1250
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1251 if (!mp)
1284 { 1252 {
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1253 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1254 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287 &orig_map->tile_path[tile_num], &orig_map->path); 1255 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1); 1256 mp = new maptile (1, 1);
1289 mp->alloc (); 1257 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY; 1258 mp->in_memory = MAP_IN_MEMORY;
1259 }
1291 } 1260 }
1292 1261
1293 int dest_tile = (tile_num + 2) % 4; 1262 int dest_tile = (tile_num + 2) % 4;
1294 1263
1295 orig_map->tile_map[tile_num] = mp; 1264 orig_map->tile_map [tile_num] = mp;
1296 1265
1297 // optimisation: back-link map to origin map if euclidean 1266 // optimisation: back-link map to origin map if euclidean
1298 //TODO: non-euclidean maps MUST GO 1267 //TODO: non-euclidean maps MUST GO
1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1268 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1269 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301 1270
1302 return mp; 1271 return mp;
1272}
1273
1274static inline void
1275load_and_link (maptile *orig_map, int tile_num)
1276{
1277 find_and_link (orig_map, tile_num)->load_sync ();
1303} 1278}
1304 1279
1305/* this returns TRUE if the coordinates (x,y) are out of 1280/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1281 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1282 * tiling considerations, loading adjacant maps as needed.
1324 { 1299 {
1325 if (!m->tile_path[3]) 1300 if (!m->tile_path[3])
1326 return 1; 1301 return 1;
1327 1302
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1303 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3); 1304 find_and_link (m, 3);
1330 1305
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1306 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1307 }
1333 1308
1334 if (x >= m->width) 1309 if (x >= m->width)
1335 { 1310 {
1336 if (!m->tile_path[1]) 1311 if (!m->tile_path[1])
1337 return 1; 1312 return 1;
1338 1313
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1314 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1); 1315 find_and_link (m, 1);
1341 1316
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1317 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1318 }
1344 1319
1345 if (y < 0) 1320 if (y < 0)
1346 { 1321 {
1347 if (!m->tile_path[0]) 1322 if (!m->tile_path[0])
1348 return 1; 1323 return 1;
1349 1324
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1325 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0); 1326 find_and_link (m, 0);
1352 1327
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1328 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1329 }
1355 1330
1356 if (y >= m->height) 1331 if (y >= m->height)
1357 { 1332 {
1358 if (!m->tile_path[2]) 1333 if (!m->tile_path[2])
1359 return 1; 1334 return 1;
1360 1335
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1336 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2); 1337 find_and_link (m, 2);
1363 1338
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1339 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1340 }
1366 1341
1367 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1372 1347
1373/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1352 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1380 */ 1355 */
1381maptile * 1356maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1358{
1384 if (*x < 0) 1359 if (x < 0)
1385 { 1360 {
1386 if (!m->tile_path[3]) 1361 if (!tile_path[3])
1387 return 0; 1362 return 0;
1388 1363
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1364 find_and_link (this, 3);
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1365 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1366 return tile_map[3]->xy_find (x, y);
1394 } 1367 }
1395 1368
1396 if (*x >= m->width) 1369 if (x >= width)
1397 { 1370 {
1398 if (!m->tile_path[1]) 1371 if (!tile_path[1])
1399 return 0; 1372 return 0;
1400 1373
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1374 find_and_link (this, 1);
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1375 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1376 return tile_map[1]->xy_find (x, y);
1406 } 1377 }
1407 1378
1408 if (*y < 0) 1379 if (y < 0)
1409 { 1380 {
1410 if (!m->tile_path[0]) 1381 if (!tile_path[0])
1411 return 0; 1382 return 0;
1412 1383
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1384 find_and_link (this, 0);
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1385 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1386 return tile_map[0]->xy_find (x, y);
1418 } 1387 }
1419 1388
1420 if (*y >= m->height) 1389 if (y >= height)
1421 { 1390 {
1422 if (!m->tile_path[2]) 1391 if (!tile_path[2])
1423 return 0; 1392 return 0;
1424 1393
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1394 find_and_link (this, 2);
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1395 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1396 return tile_map[2]->xy_find (x, y);
1430 } 1397 }
1431 1398
1432 /* Simple case - coordinates are within this local 1399 /* Simple case - coordinates are within this local
1433 * map. 1400 * map.
1434 */ 1401 */
1435 return m; 1402 return this;
1436} 1403}
1437 1404
1438/** 1405/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1406 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1407 * map1 to map2 in dx/dy.
1441 */ 1408 */
1442static int 1409int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1410adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{ 1411{
1445 if (!map1 || !map2) 1412 if (!map1 || !map2)
1446 return 0; 1413 return 0;
1447 1414
1415 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1416 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1417 if (map1 == map2)
1449 { 1418 {
1450 *dx = 0; 1419 *dx = 0;
1451 *dy = 0; 1420 *dy = 0;
1452 } 1421 }
1512 } 1481 }
1513 else 1482 else
1514 return 0; 1483 return 0;
1515 1484
1516 return 1; 1485 return 1;
1486}
1487
1488maptile *
1489maptile::xy_load (sint16 &x, sint16 &y)
1490{
1491 maptile *map = xy_find (x, y);
1492
1493 if (map)
1494 map->load_sync ();
1495
1496 return map;
1497}
1498
1499maptile *
1500get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1501{
1502 return m->xy_load (*x, *y);
1517} 1503}
1518 1504
1519/* From map.c 1505/* From map.c
1520 * This is used by get_player to determine where the other 1506 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1507 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1508 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1509 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1510 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1511 * that the creature should head. part is the part of the
1526 * monster that is closest. 1512 * monster that is closest.
1527 * 1513 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1514 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1515 * structure for op1 to get to op2.
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1526get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{ 1527{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1528 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1529 {
1544 /* be conservative and fill in _some_ data */ 1530 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1531 retval->distance = 10000;
1546 retval->distance_x = 32767; 1532 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1533 retval->distance_y = 10000;
1548 retval->direction = 0; 1534 retval->direction = 0;
1549 retval->part = 0; 1535 retval->part = 0;
1550 } 1536 }
1551 else 1537 else
1552 { 1538 {
1557 1543
1558 best = op1; 1544 best = op1;
1559 /* If this is multipart, find the closest part now */ 1545 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1546 if (!(flags & 0x1) && op1->more)
1561 { 1547 {
1562 object *tmp;
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1548 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1549
1565 /* we just take the offset of the piece to head to figure 1550 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1551 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1552 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1553 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1554 * below works.
1570 */ 1555 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1557 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1558 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1559 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1575 if (tmpi < best_distance) 1560 if (tmpi < best_distance)
1576 { 1561 {
1577 best_distance = tmpi; 1562 best_distance = tmpi;
1578 best = tmp; 1563 best = tmp;
1579 } 1564 }
1580 } 1565 }
1566
1581 if (best != op1) 1567 if (best != op1)
1582 { 1568 {
1583 retval->distance_x += op1->x - best->x; 1569 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1570 retval->distance_y += op1->y - best->y;
1585 } 1571 }
1586 } 1572 }
1573
1587 retval->part = best; 1574 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1575 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1576 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 } 1577 }
1591} 1578}
1592 1579
1593/* this is basically the same as get_rangevector above, but instead of 1580/* this is basically the same as get_rangevector above, but instead of
1598 * flags has no meaning for this function at this time - I kept it in to 1585 * flags has no meaning for this function at this time - I kept it in to
1599 * be more consistant with the above function and also in case they are needed 1586 * be more consistant with the above function and also in case they are needed
1600 * for something in the future. Also, since no object is pasted, the best 1587 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1588 * field of the rv_vector is set to NULL.
1602 */ 1589 */
1603
1604void 1590void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1591get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1592{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1593 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1594 {
1609 /* be conservative and fill in _some_ data */ 1595 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1596 retval->distance = 100000;
1617 { 1603 {
1618 retval->distance_x += op2->x - x; 1604 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1605 retval->distance_y += op2->y - y;
1620 1606
1621 retval->part = NULL; 1607 retval->part = NULL;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1608 retval->distance = idistance (retval->distance_x, retval->distance_y);
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1609 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1610 }
1625} 1611}
1626 1612
1627/* Returns true of op1 and op2 are effectively on the same map 1613/* Returns true of op1 and op2 are effectively on the same map
1647 op->remove (); 1633 op->remove ();
1648 1634
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1635 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1636}
1651 1637
1638region *
1639maptile::region (int x, int y) const
1640{
1641 if (regions
1642 && regionmap
1643 && !OUT_OF_REAL_MAP (this, x, y))
1644 if (struct region *reg = regionmap [regions [y * width + x]])
1645 return reg;
1646
1647 if (default_region)
1648 return default_region;
1649
1650 return ::region::default_region ();
1651}
1652
1653/* picks a random object from a style map.
1654 * Redone by MSW so it should be faster and not use static
1655 * variables to generate tables.
1656 */
1657object *
1658maptile::pick_random_object () const
1659{
1660 /* while returning a null object will result in a crash, that
1661 * is actually preferable to an infinite loop. That is because
1662 * most servers will automatically restart in case of crash.
1663 * Change the logic on getting the random space - shouldn't make
1664 * any difference, but this seems clearer to me.
1665 */
1666 for (int i = 1000; --i;)
1667 {
1668 object *pick = at (rndm (width), rndm (height)).bot;
1669
1670 // do not prefer big monsters just because they are big.
1671 if (pick && pick->head_ () == pick)
1672 return pick->head_ ();
1673 }
1674
1675 // instead of crashing in the unlikely(?) case, try to return *something*
1676 return get_archetype ("blocked");
1677}
1678

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