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Comparing deliantra/server/common/map.C (file contents):
Revision 1.101 by root, Sat Apr 21 16:56:28 2007 UTC vs.
Revision 1.175 by root, Tue Nov 10 05:06:02 2009 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 32
48/* 33sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 34
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 73 * by the caller.
139 */ 74 */
140int 75int
141blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 77{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 79 * have already checked this.
148 */ 80 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 82 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 84 return 1;
153 } 85 }
154 86
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 88
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
161 91
162 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 94 * things we need to do for players.
165 */ 95 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 97 return 0;
168 98
169 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
175 */ 105 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 107 return 0;
178 108
179 if (ob->head != NULL)
180 ob = ob->head; 109 ob = ob->head_ ();
181 110
182 /* 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
183 * 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
184 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
186 */ 115 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 117 {
189 118 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 119 {
193 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
195 * pass through this space. 122 return 1;
196 */ 123 else
197 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
198 { 127 {
199 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
200 return 1; 132 return 1;
201 else 133 }
202 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
203 } 143 }
204 else 144 else
205 { 145 return 1; // unconditional block
206 /* In this case, the player must not have the object - 146
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 147 } else {
216 { 148 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
219 * movement, can't move here. 151
220 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 153 && tmp->head_ () != ob
222 */ 154 && tmp != ob
223 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
224 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 157 return 1;
228 } 158 }
229
230 } 159 }
160
231 return 0; 161 return 0;
232} 162}
233 163
234/* 164/*
235 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
240 * 170 *
241 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
242 * 172 *
243 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
255 * 185 *
256 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
258 * against the move_block values. 188 * against the move_block values.
259 */ 189 */
260int 190bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
262{ 192{
263 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
277 196
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
279 { 198 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 199
282 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 201
284 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 203 return 1;
286 204
287 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
288 206 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 208 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 210 continue;
296 211
297 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
299 */ 214 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
301 return P_NO_PASS; 216 return 1;
302 } 217 }
303 218
304 return 0; 219 return 0;
305} 220}
306 221
307/* When the map is loaded, load_object does not actually insert objects 222//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 223
335void 224void
336maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
337{ 226{
338 if (!spaces) 227 if (!spaces)
340 229
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
344} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248//+GPL
345 249
346/* link_multipart_objects go through all the objects on the map looking 250/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 251 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 252 * info we have, they only have the head (as would be expected when
349 * they are saved). 253 * they are saved).
353{ 257{
354 if (!spaces) 258 if (!spaces)
355 return; 259 return;
356 260
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *op = ms->bot; op; op = op->above) 262 {
263 object *op = ms->bot;
264 while (op)
359 { 265 {
360 /* already multipart - don't do anything more */ 266 /* already multipart - don't do anything more */
361 if (!op->head && !op->more && op->arch->more) 267 if (op->head_ () == op && !op->more && op->arch->more)
362 { 268 {
363 op->remove (); 269 op->remove ();
364 op->expand_tail (); 270 op->expand_tail ();
271
272 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
273 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
274 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 275 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
276
277 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
278 // so we have to reset the iteration through the mapspace
366 } 279 }
280 else
281 op = op->above;
367 } 282 }
283 }
368} 284}
285
286//-GPL
369 287
370/* 288/*
371 * Loads (ands parses) the objects into a given map from the specified 289 * Loads (ands parses) the objects into a given map from the specified
372 * file pointer. 290 * file pointer.
373 */ 291 */
374bool 292bool
375maptile::_load_objects (object_thawer &f) 293maptile::_load_objects (object_thawer &f)
376{ 294{
377 for (;;) 295 for (;;)
378 { 296 {
379 coroapi::cede_to_tick_every (100); // cede once in a while 297 coroapi::cede_to_tick (); // cede once in a while
380 298
381 switch (f.kw) 299 switch (f.kw)
382 { 300 {
383 case KW_arch: 301 case KW_arch:
384 if (object *op = object::read (f, this)) 302 if (object *op = object::read (f, this))
385 { 303 {
304 // TODO: why?
386 if (op->inv) 305 if (op->inv)
387 sum_weight (op); 306 op->update_weight ();
388 307
389 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 308 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
309 {
310 // we insert manually because
311 // a) its way faster
312 // b) we remove manually, too, and there are good reasons for that
313 // c) it's correct
314 mapspace &ms = at (op->x, op->y);
315
316 op->flag [FLAG_REMOVED] = false;
317
318 op->above = 0;
319 op->below = ms.top;
320
321 *(ms.top ? &ms.top->above : &ms.bot) = op;
322
323 ms.top = op;
324 ms.flags_ = 0;
325 }
326 else
327 {
328 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
329 op->destroy ();
330 }
390 } 331 }
391 332
392 continue; 333 continue;
393 334
394 case KW_EOF: 335 case KW_EOF:
407} 348}
408 349
409void 350void
410maptile::activate () 351maptile::activate ()
411{ 352{
412 active = true;
413
414 if (spaces) 353 if (spaces)
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 354 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *op = ms->bot; op; op = op->above) 355 for (object *op = ms->bot; op; op = op->above)
417 op->activate_recursive (); 356 op->activate_recursive ();
418} 357}
419 358
420void 359void
421maptile::deactivate () 360maptile::deactivate ()
422{ 361{
423 active = false;
424
425 if (spaces) 362 if (spaces)
426 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 363 for (mapspace *ms = spaces + size (); ms-- > spaces; )
427 for (object *op = ms->bot; op; op = op->above) 364 for (object *op = ms->bot; op; op = op->above)
428 op->deactivate_recursive (); 365 op->deactivate_recursive ();
429} 366}
439 if (!spaces) 376 if (!spaces)
440 return false; 377 return false;
441 378
442 for (int i = 0; i < size (); ++i) 379 for (int i = 0; i < size (); ++i)
443 { 380 {
444 int unique = 0; 381 bool unique = 0;
382
445 for (object *op = spaces [i].bot; op; op = op->above) 383 for (object *op = spaces [i].bot; op; op = op->above)
446 { 384 {
447 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 385 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
448 unique = 1;
449 386
450 if (!op->can_map_save ()) 387 if (expect_false (!op->can_map_save ()))
451 continue; 388 continue;
452 389
453 if (unique || op->flag [FLAG_UNIQUE]) 390 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
454 { 391 {
455 if (flags & IO_UNIQUES) 392 if (flags & IO_UNIQUES)
456 op->write (f); 393 op->write (f);
457 } 394 }
458 else if (flags & IO_OBJECTS) 395 else if (expect_true (flags & IO_OBJECTS))
459 op->write (f); 396 op->write (f);
460 } 397 }
461 } 398 }
462 399
463 coroapi::cede_to_tick (); 400 coroapi::cede_to_tick ();
464 401
465 return true; 402 return true;
466}
467
468bool
469maptile::_load_objects (const char *path, bool skip_header)
470{
471 object_thawer f (path);
472
473 if (!f)
474 return false;
475
476 f.next ();
477
478 if (skip_header)
479 for (;;)
480 {
481 keyword kw = f.kw;
482 f.skip ();
483 if (kw == KW_end)
484 break;
485 }
486
487 return _load_objects (f);
488} 403}
489 404
490bool 405bool
491maptile::_save_objects (const char *path, int flags) 406maptile::_save_objects (const char *path, int flags)
492{ 407{
506 * map archetype. Mimic that behaviour. 421 * map archetype. Mimic that behaviour.
507 */ 422 */
508 width = 16; 423 width = 16;
509 height = 16; 424 height = 16;
510 timeout = 300; 425 timeout = 300;
511 max_nrof = 1000; // 1000 items of anything 426 max_items = MAX_ITEM_PER_ACTION;
512 max_volume = 2000000; // 2m³ 427 max_volume = 2000000; // 2m³
513} 428}
514 429
515maptile::maptile (int w, int h) 430maptile::maptile (int w, int h)
516{ 431{
537 if (spaces) 452 if (spaces)
538 return; 453 return;
539 454
540 spaces = salloc0<mapspace> (size ()); 455 spaces = salloc0<mapspace> (size ());
541} 456}
457
458//+GPL
542 459
543/* Takes a string from a map definition and outputs a pointer to the array of shopitems 460/* Takes a string from a map definition and outputs a pointer to the array of shopitems
544 * corresponding to that string. Memory is allocated for this, it must be freed 461 * corresponding to that string. Memory is allocated for this, it must be freed
545 * at a later date. 462 * at a later date.
546 * Called by parse_map_headers below. 463 * Called by parse_map_headers below.
623 return items; 540 return items;
624} 541}
625 542
626/* opposite of parse string, this puts the string that was originally fed in to 543/* opposite of parse string, this puts the string that was originally fed in to
627 * the map (or something equivilent) into output_string. */ 544 * the map (or something equivilent) into output_string. */
628static void 545static const char *
629print_shop_string (maptile *m, char *output_string) 546print_shop_string (maptile *m)
630{ 547{
631 int i; 548 static dynbuf_text buf; buf.clear ();
632 char tmp[MAX_BUF];
633 549
634 strcpy (output_string, "");
635 for (i = 0; i < m->shopitems[0].index; i++) 550 for (int i = 0; i < m->shopitems[0].index; i++)
636 { 551 {
637 if (m->shopitems[i].typenum) 552 if (m->shopitems[i].typenum)
638 { 553 {
639 if (m->shopitems[i].strength) 554 if (m->shopitems[i].strength)
640 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 555 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
641 else 556 else
642 sprintf (tmp, "%s;", m->shopitems[i].name); 557 buf.printf ("%s;", m->shopitems[i].name);
643 } 558 }
644 else 559 else
645 { 560 {
646 if (m->shopitems[i].strength) 561 if (m->shopitems[i].strength)
647 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 562 buf.printf ("*:%d;", m->shopitems[i].strength);
648 else 563 else
649 sprintf (tmp, "*"); 564 buf.printf ("*");
650 } 565 }
651
652 strcat (output_string, tmp);
653 } 566 }
567
568 return buf;
654} 569}
570
571//-GPL
655 572
656/* This loads the header information of the map. The header 573/* This loads the header information of the map. The header
657 * contains things like difficulty, size, timeout, etc. 574 * contains things like difficulty, size, timeout, etc.
658 * this used to be stored in the map object, but with the 575 * this used to be stored in the map object, but with the
659 * addition of tiling, fields beyond that easily named in an 576 * addition of tiling, fields beyond that easily named in an
667bool 584bool
668maptile::_load_header (object_thawer &thawer) 585maptile::_load_header (object_thawer &thawer)
669{ 586{
670 for (;;) 587 for (;;)
671 { 588 {
672 keyword kw = thawer.get_kv ();
673
674 switch (kw) 589 switch (thawer.kw)
675 { 590 {
676 case KW_msg: 591 case KW_msg:
677 thawer.get_ml (KW_endmsg, msg); 592 thawer.get_ml (KW_endmsg, msg);
678 break; 593 break;
679 594
711 case KW_winddir: thawer.get (winddir); break; 626 case KW_winddir: thawer.get (winddir); break;
712 case KW_sky: thawer.get (sky); break; 627 case KW_sky: thawer.get (sky); break;
713 628
714 case KW_per_player: thawer.get (per_player); break; 629 case KW_per_player: thawer.get (per_player); break;
715 case KW_per_party: thawer.get (per_party); break; 630 case KW_per_party: thawer.get (per_party); break;
631 case KW_no_reset: thawer.get (no_reset); break;
632 case KW_no_drop: thawer.get (no_drop); break;
716 633
717 case KW_region: default_region = region::find (thawer.get_str ()); break; 634 case KW_region: default_region = region::find (thawer.get_str ()); break;
718 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 635 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
719 636
720 // old names new names 637 // old names new names
731 case KW_tile_path_1: thawer.get (tile_path [0]); break; 648 case KW_tile_path_1: thawer.get (tile_path [0]); break;
732 case KW_tile_path_2: thawer.get (tile_path [1]); break; 649 case KW_tile_path_2: thawer.get (tile_path [1]); break;
733 case KW_tile_path_3: thawer.get (tile_path [2]); break; 650 case KW_tile_path_3: thawer.get (tile_path [2]); break;
734 case KW_tile_path_4: thawer.get (tile_path [3]); break; 651 case KW_tile_path_4: thawer.get (tile_path [3]); break;
735 652
653 case KW_ERROR:
654 set_key_text (thawer.kw_str, thawer.value);
655 break;
656
736 case KW_end: 657 case KW_end:
658 thawer.next ();
737 return true; 659 return true;
738 660
739 default: 661 default:
740 if (!thawer.parse_error ("map", 0)) 662 if (!thawer.parse_error ("map", 0))
741 return false; 663 return false;
742 break; 664 break;
743 } 665 }
666
667 thawer.next ();
744 } 668 }
745 669
746 abort (); 670 abort ();
747} 671}
748 672
749bool 673//+GPL
750maptile::_load_header (const char *path)
751{
752 object_thawer thawer (path);
753
754 if (!thawer)
755 return false;
756
757 return _load_header (thawer);
758}
759 674
760/****************************************************************************** 675/******************************************************************************
761 * This is the start of unique map handling code 676 * This is the start of unique map handling code
762 *****************************************************************************/ 677 *****************************************************************************/
763 678
773 object *above = op->above; 688 object *above = op->above;
774 689
775 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 690 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
776 unique = 1; 691 unique = 1;
777 692
778 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 693 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
779 {
780 op->destroy_inv (false);
781 op->destroy (); 694 op->destroy ();
782 }
783 695
784 op = above; 696 op = above;
785 } 697 }
786 } 698 }
787} 699}
700
701//-GPL
788 702
789bool 703bool
790maptile::_save_header (object_freezer &freezer) 704maptile::_save_header (object_freezer &freezer)
791{ 705{
792#define MAP_OUT(k) freezer.put (KW_ ## k, k) 706#define MAP_OUT(k) freezer.put (KW_ ## k, k)
797 if (name) MAP_OUT (name); 711 if (name) MAP_OUT (name);
798 MAP_OUT (swap_time); 712 MAP_OUT (swap_time);
799 MAP_OUT (reset_time); 713 MAP_OUT (reset_time);
800 MAP_OUT (reset_timeout); 714 MAP_OUT (reset_timeout);
801 MAP_OUT (fixed_resettime); 715 MAP_OUT (fixed_resettime);
716 MAP_OUT (no_reset);
717 MAP_OUT (no_drop);
802 MAP_OUT (difficulty); 718 MAP_OUT (difficulty);
803
804 if (default_region) MAP_OUT2 (region, default_region->name); 719 if (default_region) MAP_OUT2 (region, default_region->name);
805 720
806 if (shopitems) 721 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
807 {
808 char shop[MAX_BUF];
809 print_shop_string (this, shop);
810 MAP_OUT2 (shopitems, shop);
811 }
812
813 MAP_OUT (shopgreed); 722 MAP_OUT (shopgreed);
814 MAP_OUT (shopmin); 723 MAP_OUT (shopmin);
815 MAP_OUT (shopmax); 724 MAP_OUT (shopmax);
816 if (shoprace) MAP_OUT (shoprace); 725 if (shoprace) MAP_OUT (shoprace);
726
817 MAP_OUT (darkness); 727 MAP_OUT (darkness);
818 MAP_OUT (width); 728 MAP_OUT (width);
819 MAP_OUT (height); 729 MAP_OUT (height);
820 MAP_OUT (enter_x); 730 MAP_OUT (enter_x);
821 MAP_OUT (enter_y); 731 MAP_OUT (enter_y);
854 return false; 764 return false;
855 765
856 return freezer.save (path); 766 return freezer.save (path);
857} 767}
858 768
769//+GPL
770
859/* 771/*
860 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
861 */ 773 */
862void 774void
863maptile::clear () 775maptile::clear ()
864{ 776{
865 sfree (regions, size ()), regions = 0;
866 free (regionmap), regionmap = 0;
867
868 if (spaces) 777 if (spaces)
869 { 778 {
870 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 779 for (mapspace *ms = spaces + size (); ms-- > spaces; )
871 while (object *op = ms->bot) 780 while (object *op = ms->bot)
872 { 781 {
782 // manually remove, as to not trigger anything
783 if (ms->bot = op->above)
784 ms->bot->below = 0;
785
786 op->flag [FLAG_REMOVED] = true;
787
788 object *head = op->head_ ();
873 if (op->head) 789 if (op == head)
874 op = op->head;
875
876 op->destroy_inv (false);
877 op->destroy (); 790 op->destroy ();
791 else if (head->map != op->map)
792 {
793 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
794 head->destroy ();
795 }
878 } 796 }
879 797
880 sfree (spaces, size ()), spaces = 0; 798 sfree0 (spaces, size ());
881 } 799 }
882 800
883 if (buttons) 801 if (buttons)
884 free_objectlinkpt (buttons), buttons = 0; 802 free_objectlinkpt (buttons), buttons = 0;
803
804 sfree0 (regions, size ());
805 delete [] regionmap; regionmap = 0;
885} 806}
886 807
887void 808void
888maptile::clear_header () 809maptile::clear_header ()
889{ 810{
921 attachable::do_destroy (); 842 attachable::do_destroy ();
922 843
923 clear (); 844 clear ();
924} 845}
925 846
926/* 847/* decay and destroy perishable items in a map */
927 * Updates every button on the map (by calling update_button() for them).
928 */
929void 848void
930maptile::update_buttons () 849maptile::do_decay_objects ()
931{ 850{
932 for (oblinkpt *obp = buttons; obp; obp = obp->next) 851 if (!spaces)
933 for (objectlink *ol = obp->link; ol; ol = ol->next) 852 return;
853
854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
855 for (object *above, *op = ms->bot; op; op = above)
934 { 856 {
935 if (!ol->ob) 857 above = op->above;
858
859 bool destroy = 0;
860
861 // do not decay anything above unique floor tiles (yet :)
862 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
863 break;
864
865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
867 || QUERY_FLAG (op, FLAG_UNIQUE)
868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
869 || QUERY_FLAG (op, FLAG_UNPAID)
870 || op->is_alive ())
871 ; // do not decay
872 else if (op->is_weapon ())
936 { 873 {
937 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 874 op->stats.dam--;
938 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 875 if (op->stats.dam < 0)
939 continue; 876 destroy = 1;
940 } 877 }
941 878 else if (op->is_armor ())
942 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
943 { 879 {
944 update_button (ol->ob); 880 op->stats.ac--;
945 break; 881 if (op->stats.ac < 0)
882 destroy = 1;
946 } 883 }
884 else if (op->type == FOOD)
885 {
886 op->stats.food -= rndm (5, 20);
887 if (op->stats.food < 0)
888 destroy = 1;
889 }
890 else
891 {
892 int mat = op->materials;
893
894 if (mat & M_PAPER
895 || mat & M_LEATHER
896 || mat & M_WOOD
897 || mat & M_ORGANIC
898 || mat & M_CLOTH
899 || mat & M_LIQUID
900 || (mat & M_IRON && rndm (1, 5) == 1)
901 || (mat & M_GLASS && rndm (1, 2) == 1)
902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
904 || (mat & M_ICE && temp > 32))
905 destroy = 1;
906 }
907
908 /* adjust overall chance below */
909 if (destroy && rndm (0, 1))
910 op->destroy ();
947 } 911 }
948} 912}
949 913
950/* 914/*
951 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
952 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
953 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
954 * 918 *
955 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
956 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
957 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
958 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
959 */ 923 */
960int 924int
961maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
962{ 926{
963 long monster_cnt = 0; 927 long monster_cnt = 0;
975 939
976 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (QUERY_FLAG (op, FLAG_GENERATOR))
977 { 941 {
978 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
979 943
980 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
981 total_exp += at->clone.stats.exp * 8; 946 total_exp += at->stats.exp * 8;
982
983 monster_cnt++; 947 monster_cnt++;
948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
984 } 955 }
985 } 956 }
986 957
987 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
988 959
1001 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1002 */ 973 */
1003int 974int
1004maptile::change_map_light (int change) 975maptile::change_map_light (int change)
1005{ 976{
1006 int new_level = darkness + change;
1007
1008 /* Nothing to do */ 977 /* Nothing to do */
1009 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
1010 return 0; 979 return 0;
1011 980
1012 /* inform all players on the map */ 981 /* inform all players on the map */
1013 if (change > 0) 982 if (change > 0)
1014 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1015 else 984 else
1016 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1017 986
1018 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1019 * we need to be extra careful about negative values.
1020 * In general, the checks below are only needed if change
1021 * is not +/-1
1022 */
1023 if (new_level < 0)
1024 darkness = 0;
1025 else if (new_level >= MAX_DARKNESS)
1026 darkness = MAX_DARKNESS;
1027 else
1028 darkness = new_level;
1029 988
1030 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1031 update_all_map_los (this); 990 update_all_map_los (this);
991
1032 return 1; 992 return 1;
1033} 993}
1034 994
1035/* 995/*
1036 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1039 * through, etc) 999 * through, etc)
1040 */ 1000 */
1041void 1001void
1042mapspace::update_ () 1002mapspace::update_ ()
1043{ 1003{
1044 object *tmp, *last = 0; 1004 object *last = 0;
1045 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1047 1012
1048 //object *middle = 0; 1013 //object *middle = 0;
1049 //object *top = 0; 1014 //object *top = 0;
1050 //object *floor = 0; 1015 //object *floor = 0;
1051 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1052 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1053 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1054 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1055 1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1057 { 1024 {
1058 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1059 * one). But if so, it shouldn't be a simple additive - 2
1060 * light bulbs do not illuminate twice as far as once since
1061 * it is a dissapation factor that is cubed.
1062 */
1063 if (tmp->glow_radius > light)
1064 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1065 1027
1066 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1067 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1068 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1069 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1070 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1071 * 1033 *
1072 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1073 */ 1035 */
1074 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1075 { 1037 {
1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1077 top = tmp; 1039 top = tmp;
1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1079 { 1041 {
1080 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1081 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1082 */ 1044 */
1083 middle = 0; 1045 middle = 0;
1084 top = 0; 1046 top = 0;
1085 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1086 } 1050 }
1087 /* Flag anywhere have high priority */ 1051 else
1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1089 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1090 middle = tmp; 1070 middle = tmp;
1091 anywhere = 1; 1071 }
1092 } 1072 }
1093 /* Find the highest visible face around. If equal
1094 * visibilities, we still want the one nearer to the
1095 * top
1096 */
1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1098 middle = tmp;
1099 }
1100
1101 if (tmp == tmp->above)
1102 {
1103 LOG (llevError, "Error in structure of map\n");
1104 exit (-1);
1105 } 1073 }
1106 1074
1107 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1108 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1109 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1110 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1111 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1112 1080
1113 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1114 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1115 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1116 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1117 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1118 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1119 } 1085 }
1120 1086
1121 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1122 this->flags_ = flags; 1098 this->flags_ = flags;
1123 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1124 this->move_on = move_on; 1100 this->move_on = move_on;
1125 this->move_off = move_off; 1101 this->move_off = move_off;
1126 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1127 1105
1128 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1129 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1130 * this point. 1108 * this point.
1131 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1146 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1147 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1148 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1149 */ 1127 */
1150 1128
1151 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1152 { 1130 {
1153 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1155 break; 1133 break;
1156 1134
1197 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1198 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1199#endif 1177#endif
1200} 1178}
1201 1179
1202uint64 1180maptile *
1203mapspace::volume () const 1181maptile::tile_available (int dir, bool load)
1204{ 1182{
1205 uint64 vol = 0; 1183 if (tile_path[dir])
1206
1207 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1208 vol += op->volume ();
1209
1210 return vol;
1211}
1212
1213/* this updates the orig_map->tile_map[tile_num] value after finding
1214 * the map. It also takes care of linking back the freshly found
1215 * maps tile_map values if it tiles back to this one. It returns
1216 * the value of orig_map->tile_map[tile_num].
1217 */
1218static inline maptile *
1219find_and_link (maptile *orig_map, int tile_num)
1220{
1221 maptile *mp = orig_map->tile_map [tile_num];
1222
1223 if (!mp)
1224 {
1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1226
1227 if (!mp)
1228 {
1229 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1230 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1231 &orig_map->tile_path[tile_num], &orig_map->path);
1232 mp = new maptile (1, 1);
1233 mp->alloc ();
1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1236 } 1184 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1186 return tile_map[dir];
1237 1187
1238 int dest_tile = (tile_num + 2) % 4; 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189 return tile_map[dir];
1190 }
1239 1191
1240 orig_map->tile_map [tile_num] = mp;
1241
1242 // optimisation: back-link map to origin map if euclidean
1243 //TODO: non-euclidean maps MUST GO
1244 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1245 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1246
1247 return mp; 1192 return 0;
1248}
1249
1250static inline void
1251load_and_link (maptile *orig_map, int tile_num)
1252{
1253 find_and_link (orig_map, tile_num)->load_sync ();
1254} 1193}
1255 1194
1256/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1257 * map m. This function also takes into account any 1196 * map m. This function also takes into account any
1258 * tiling considerations, loading adjacant maps as needed. 1197 * tiling considerations, loading adjacant maps as needed.
1271 if (!m) 1210 if (!m)
1272 return 0; 1211 return 0;
1273 1212
1274 if (x < 0) 1213 if (x < 0)
1275 { 1214 {
1276 if (!m->tile_path[3]) 1215 if (!m->tile_available (3))
1277 return 1; 1216 return 1;
1278 1217
1279 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1280 find_and_link (m, 3);
1281
1282 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1283 } 1219 }
1284 1220
1285 if (x >= m->width) 1221 if (x >= m->width)
1286 { 1222 {
1287 if (!m->tile_path[1]) 1223 if (!m->tile_available (1))
1288 return 1; 1224 return 1;
1289 1225
1290 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1291 find_and_link (m, 1);
1292
1293 return out_of_map (m->tile_map[1], x - m->width, y); 1226 return out_of_map (m->tile_map[1], x - m->width, y);
1294 } 1227 }
1295 1228
1296 if (y < 0) 1229 if (y < 0)
1297 { 1230 {
1298 if (!m->tile_path[0]) 1231 if (!m->tile_available (0))
1299 return 1; 1232 return 1;
1300 1233
1301 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1302 find_and_link (m, 0);
1303
1304 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1305 } 1235 }
1306 1236
1307 if (y >= m->height) 1237 if (y >= m->height)
1308 { 1238 {
1309 if (!m->tile_path[2]) 1239 if (!m->tile_available (2))
1310 return 1; 1240 return 1;
1311
1312 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1313 find_and_link (m, 2);
1314 1241
1315 return out_of_map (m->tile_map[2], x, y - m->height); 1242 return out_of_map (m->tile_map[2], x, y - m->height);
1316 } 1243 }
1317 1244
1318 /* Simple case - coordinates are within this local 1245 /* Simple case - coordinates are within this local
1332maptile * 1259maptile *
1333maptile::xy_find (sint16 &x, sint16 &y) 1260maptile::xy_find (sint16 &x, sint16 &y)
1334{ 1261{
1335 if (x < 0) 1262 if (x < 0)
1336 { 1263 {
1337 if (!tile_path[3]) 1264 if (!tile_available (3))
1338 return 0; 1265 return 0;
1339 1266
1340 find_and_link (this, 3);
1341 x += tile_map[3]->width; 1267 x += tile_map[3]->width;
1342 return tile_map[3]->xy_find (x, y); 1268 return tile_map[3]->xy_find (x, y);
1343 } 1269 }
1344 1270
1345 if (x >= width) 1271 if (x >= width)
1346 { 1272 {
1347 if (!tile_path[1]) 1273 if (!tile_available (1))
1348 return 0; 1274 return 0;
1349 1275
1350 find_and_link (this, 1);
1351 x -= width; 1276 x -= width;
1352 return tile_map[1]->xy_find (x, y); 1277 return tile_map[1]->xy_find (x, y);
1353 } 1278 }
1354 1279
1355 if (y < 0) 1280 if (y < 0)
1356 { 1281 {
1357 if (!tile_path[0]) 1282 if (!tile_available (0))
1358 return 0; 1283 return 0;
1359 1284
1360 find_and_link (this, 0);
1361 y += tile_map[0]->height; 1285 y += tile_map[0]->height;
1362 return tile_map[0]->xy_find (x, y); 1286 return tile_map[0]->xy_find (x, y);
1363 } 1287 }
1364 1288
1365 if (y >= height) 1289 if (y >= height)
1366 { 1290 {
1367 if (!tile_path[2]) 1291 if (!tile_available (2))
1368 return 0; 1292 return 0;
1369 1293
1370 find_and_link (this, 2);
1371 y -= height; 1294 y -= height;
1372 return tile_map[2]->xy_find (x, y); 1295 return tile_map[2]->xy_find (x, y);
1373 } 1296 }
1374 1297
1375 /* Simple case - coordinates are within this local 1298 /* Simple case - coordinates are within this local
1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1387{ 1310{
1388 if (!map1 || !map2) 1311 if (!map1 || !map2)
1389 return 0; 1312 return 0;
1390 1313
1391 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1392 //fix: compare paths instead (this is likely faster, too!) 1315 //fix: compare paths instead (this is likely faster, too!)
1393 if (map1 == map2) 1316 if (map1 == map2)
1394 { 1317 {
1395 *dx = 0; 1318 *dx = 0;
1396 *dy = 0; 1319 *dy = 0;
1578 else 1501 else
1579 { 1502 {
1580 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
1581 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
1582 1505
1583 retval->part = NULL; 1506 retval->part = 0;
1584 retval->distance = idistance (retval->distance_x, retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1586 } 1509 }
1587} 1510}
1588 1511
1589/* Returns true of op1 and op2 are effectively on the same map 1512/* Returns true of op1 and op2 are effectively on the same map
1600 int dx, dy; 1523 int dx, dy;
1601 1524
1602 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1603} 1526}
1604 1527
1528//-GPL
1529
1605object * 1530object *
1606maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1607{ 1532{
1608 if (!op->flag [FLAG_REMOVED])
1609 op->remove ();
1610
1611 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1612} 1534}
1613 1535
1614region * 1536region *
1615maptile::region (int x, int y) const 1537maptile::region (int x, int y) const
1624 return default_region; 1546 return default_region;
1625 1547
1626 return ::region::default_region (); 1548 return ::region::default_region ();
1627} 1549}
1628 1550
1551//+GPL
1552
1629/* picks a random object from a style map. 1553/* picks a random object from a style map.
1630 * Redone by MSW so it should be faster and not use static
1631 * variables to generate tables.
1632 */ 1554 */
1633object * 1555object *
1634maptile::pick_random_object () const 1556maptile::pick_random_object (rand_gen &gen) const
1635{ 1557{
1636 /* while returning a null object will result in a crash, that 1558 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because 1559 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash. 1560 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make 1561 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me. 1562 * any difference, but this seems clearer to me.
1641 */ 1563 */
1642 for (int i = 1000; --i;) 1564 for (int i = 1000; --i;)
1643 { 1565 {
1644 object *pick = at (rndm (width), rndm (height)).bot; 1566 object *pick = at (gen (width), gen (height)).bot;
1645 1567
1646 // do not prefer big monsters just because they are big. 1568 // do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick) 1569 if (pick && pick->is_head ())
1648 return pick->head_ (); 1570 return pick->head_ ();
1649 } 1571 }
1650 1572
1651 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked"); 1574 return archetype::find (shstr_bug);
1653} 1575}
1654 1576
1577//-GPL
1578
1579void
1580maptile::play_sound (faceidx sound, int x, int y) const
1581{
1582 if (!sound)
1583 return;
1584
1585 for_all_players_on_map (pl, this)
1586 if (client *ns = pl->ns)
1587 {
1588 int dx = x - pl->ob->x;
1589 int dy = y - pl->ob->y;
1590
1591 int distance = idistance (dx, dy);
1592
1593 if (distance <= MAX_SOUND_DISTANCE)
1594 ns->play_sound (sound, dx, dy);
1595 }
1596}
1597
1598void
1599maptile::say_msg (const char *msg, int x, int y) const
1600{
1601 for_all_players (pl)
1602 if (client *ns = pl->ns)
1603 {
1604 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y;
1606
1607 int distance = idistance (dx, dy);
1608
1609 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611 }
1612}
1613
1614static void
1615split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1616{
1617 // clip to map to the left
1618 if (x0 < 0)
1619 {
1620 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1621 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1622
1623 if (x1 < 0) // entirely to the left
1624 return;
1625
1626 x0 = 0;
1627 }
1628
1629 // clip to map to the right
1630 if (x1 > m->width)
1631 {
1632 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1633 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1634
1635 if (x0 > m->width) // entirely to the right
1636 return;
1637
1638 x1 = m->width;
1639 }
1640
1641 // clip to map above
1642 if (y0 < 0)
1643 {
1644 if (maptile *tile = m->tile_available (TILE_UP, 1))
1645 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1646
1647 if (y1 < 0) // entirely above
1648 return;
1649
1650 y0 = 0;
1651 }
1652
1653 // clip to map below
1654 if (y1 > m->height)
1655 {
1656 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1657 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1658
1659 if (y0 > m->height) // entirely below
1660 return;
1661
1662 y1 = m->height;
1663 }
1664
1665 // if we get here, the rect is within the current map
1666 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1667
1668 r->m = m;
1669 r->x0 = x0;
1670 r->y0 = y0;
1671 r->x1 = x1;
1672 r->y1 = y1;
1673 r->dx = dx;
1674 r->dy = dy;
1675}
1676
1677maprect *
1678maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1679{
1680 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690}
1691

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