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Comparing deliantra/server/common/map.C (file contents):
Revision 1.69 by root, Thu Jan 4 16:56:39 2007 UTC vs.
Revision 1.162 by root, Tue Oct 13 18:22:44 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
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>
29 26
27#include "global.h"
28#include "loader.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31sint8 maptile::outdoor_darkness;
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 32
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 71 * by the caller.
137 */ 72 */
138int 73int
139blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 75{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 77 * have already checked this.
146 */ 78 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 80 {
151 } 83 }
152 84
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
154 * directly. 86 * directly.
155 */ 87 */
156 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
157 89
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
159 92
160 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 95 * things we need to do for players.
163 */ 96 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0; 98 return 0;
166 99
167 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
173 */ 106 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 108 return 0;
176 109
177 if (ob->head != NULL)
178 ob = ob->head; 110 ob = ob->head_ ();
179 111
180 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
184 */ 116 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
187 120
188 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
190 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
191 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
193 * pass through this space. 128 * pass through this space.
194 */ 129 */
195 if (tmp->last_sp) 130 if (tmp->last_sp)
196 { 131 {
197 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
198 return 1; 133 return 1;
199 else
200 continue;
201 } 134 }
202 else 135 else
203 { 136 {
204 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
205 * if they do, they can't pass through. 138 * if they do, they can't pass through.
206 */ 139 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
208 return 1; 141 return 1;
209 else
210 continue;
211 } 142 }
212 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
213 else 148 else
214 { 149 {
215 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
217 * movement, can't move here. 152 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 153 * second - if a monster, can't move there, unless it is a
219 * hidden dm 154 * dm.
220 */ 155 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
222 return 1; 157 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 158
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 159 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ])
225 return 1; 164 return 1;
226 } 165 }
227
228 } 166 }
167
229 return 0; 168 return 0;
230} 169}
231 170
232
233/* 171/*
234 * Returns true if the given object can't fit in the given spot. 172 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 173 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
239 * 177 *
240 * While this doesn't call out of map, the get_map_flags does. 178 * While this doesn't call out of map, the get_map_flags does.
241 * 179 *
242 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
254 * 192 *
255 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 194 * code, we need to have actual object to check its move_type
257 * against the move_block values. 195 * against the move_block values.
258 */ 196 */
259int 197bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 198object::blocked (maptile *m, int x, int y) const
261{ 199{
262 archetype *tmp; 200 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
276 203
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 204 if (!pos.normalise ())
278 { 205 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 206
281 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 208
283 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 210 return 1;
285 211
286 mapspace &ms = m1->at (sx, sy); 212 /* However, often ob doesn't have any move type
287 213 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 215 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 216 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 217 continue;
295 218
296 /* Note it is intentional that we check ob - the movement type of the 219 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
298 */ 221 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 222 if (ms.blocks (move_type))
300 return P_NO_PASS; 223 return 1;
301 } 224 }
302 225
303 return 0; 226 return 0;
304} 227}
305 228
323 246
324 insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
325 tmp = next; 248 tmp = next;
326 } 249 }
327 250
328 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
329 * carrying. 252 //TODO: remove
330 */ 253 container->update_weight ();
331 sum_weight (container);
332} 254}
333 255
334void 256void
335maptile::set_object_flag (int flag, int value) 257maptile::set_object_flag (int flag, int value)
336{ 258{
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 264 tmp->flag [flag] = value;
343} 265}
344 266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
278}
279
345/* link_multipart_objects go through all the objects on the map looking 280/* 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 281 * 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 282 * 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 283 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 284 */
351void 285void
352maptile::link_multipart_objects () 286maptile::link_multipart_objects ()
353{ 287{
354 if (!spaces) 288 if (!spaces)
355 return; 289 return;
356 290
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 291 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 292 {
293 object *op = ms->bot;
294 while (op)
359 { 295 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 296 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 297 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 298 {
374 op = arch_to_object (at); 299 op->remove ();
300 op->expand_tail ();
375 301
376 /* update x,y coordinates */ 302 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 303 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 304 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 305 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
306
307 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
308 // so we have to reset the iteration through the mapspace
391 } 309 }
310 else
311 op = op->above;
392 } 312 }
393
394 tmp = above;
395 } 313 }
396} 314}
397 315
398/* 316/*
399 * Loads (ands parses) the objects into a given map from the specified 317 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 318 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 319 */
403bool 320bool
404maptile::load_objects (object_thawer &thawer) 321maptile::_load_objects (object_thawer &f)
405{ 322{
406 int unique; 323 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 { 324 {
414 /* if the archetype for the object is null, means that we 325 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 326
416 * or editor will not be able to do anything with it either. 327 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 328 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 329 case KW_arch:
330 if (object *op = object::read (f, this))
331 {
332 // TODO: why?
333 if (op->inv)
334 op->update_weight ();
335
336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
359 }
360
421 continue; 361 continue;
422 }
423 362
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 363 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 364 return true;
437 op->head = prev, last_more->more = op, last_more = op; 365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
438 break; 369 break;
439 } 370 }
440 371
441 op = object::create (); 372 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 } 373 }
462#endif
463 374
464 return true; 375 return true;
465} 376}
466 377
467void 378void
468maptile::activate () 379maptile::activate ()
469{ 380{
470 if (!spaces) 381 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 384 op->activate_recursive ();
476} 385}
477 386
478void 387void
479maptile::deactivate () 388maptile::deactivate ()
480{ 389{
481 if (!spaces) 390 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 393 op->deactivate_recursive ();
487} 394}
488 395
489bool 396bool
490maptile::save_objects (object_freezer &freezer, int flags) 397maptile::_save_objects (object_freezer &f, int flags)
491{ 398{
492 static int cede_count = 0; 399 coroapi::cede_to_tick ();
493 400
494 if (flags & IO_HEADER) 401 if (flags & IO_HEADER)
495 save_header (freezer); 402 _save_header (f);
496 403
497 if (!spaces) 404 if (!spaces)
498 return false; 405 return false;
499 406
500 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
501 { 408 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 409 bool unique = 0;
410
509 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
510 { 412 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 414
517 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
518 continue; 416 continue;
519 417
520 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 419 {
522 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 421 op->write (f);
524 } 422 }
525 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 424 op->write (f);
527 } 425 }
528 } 426 }
529 427
428 coroapi::cede_to_tick ();
429
530 return true; 430 return true;
531} 431}
532 432
533bool 433bool
534maptile::load_objects (const char *path, bool skip_header) 434maptile::_save_objects (const char *path, int flags)
535{ 435{
536 object_thawer thawer (path); 436 object_freezer freezer;
537 437
538 if (!thawer) 438 if (!_save_objects (freezer, flags))
539 return false; 439 return false;
540 440
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path); 441 return freezer.save (path);
564} 442}
565 443
566maptile::maptile () 444maptile::maptile ()
567{ 445{
568 in_memory = MAP_SWAPPED; 446 in_memory = MAP_SWAPPED;
569 447
570 /* The maps used to pick up default x and y values from the 448 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 449 * map archetype. Mimic that behaviour.
572 */ 450 */
573 width = 16; 451 width = 16;
574 height = 16; 452 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 453 timeout = 300;
577 enter_x = 0; 454 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 455 max_volume = 2000000; // 2m³
579} 456}
580 457
581maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
582{ 459{
583 in_memory = MAP_SWAPPED; 460 in_memory = MAP_SWAPPED;
729 * This could be done in lex (like the object loader), but I think 606 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 607 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 608 * MSW 2001-07-01
732 */ 609 */
733bool 610bool
734maptile::load_header (object_thawer &thawer) 611maptile::_load_header (object_thawer &thawer)
735{ 612{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 613 for (;;)
741 { 614 {
742 keyword kw = thawer.get_kv ();
743
744 switch (kw) 615 switch (thawer.kw)
745 { 616 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 617 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 618 thawer.get_ml (KW_endmsg, msg);
755 break; 619 break;
756 620
757 case KW_lore: // CF+ extension 621 case KW_lore: // CF+ extension
788 case KW_winddir: thawer.get (winddir); break; 652 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
790 654
791 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
793 659
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 662
797 // old names new names 663 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 664 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 665 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 674 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 678
679 case KW_ERROR:
680 set_key_text (thawer.kw_str, thawer.value);
681 break;
682
683 case KW_end:
684 thawer.next ();
685 return true;
686
813 default: 687 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 688 if (!thawer.parse_error ("map", 0))
689 return false;
815 break; 690 break;
816 } 691 }
692
693 thawer.next ();
817 } 694 }
818 695
819 abort (); 696 abort ();
820}
821
822bool
823maptile::load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return load_header (thawer);
831} 697}
832 698
833/****************************************************************************** 699/******************************************************************************
834 * This is the start of unique map handling code 700 * This is the start of unique map handling code
835 *****************************************************************************/ 701 *****************************************************************************/
846 object *above = op->above; 712 object *above = op->above;
847 713
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 715 unique = 1;
850 716
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 {
853 op->destroy_inv (false);
854 op->destroy (); 718 op->destroy ();
855 }
856 719
857 op = above; 720 op = above;
858 } 721 }
859 } 722 }
860} 723}
861 724
862bool 725bool
863maptile::save_header (object_freezer &freezer) 726maptile::_save_header (object_freezer &freezer)
864{ 727{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 728#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 729#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 730
868 MAP_OUT2 (arch, "map"); 731 MAP_OUT2 (arch, "map");
870 if (name) MAP_OUT (name); 733 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 734 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 735 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 736 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 737 MAP_OUT (fixed_resettime);
738 MAP_OUT (no_reset);
739 MAP_OUT (no_drop);
875 MAP_OUT (difficulty); 740 MAP_OUT (difficulty);
876 741
877 if (region) MAP_OUT2 (region, region->name); 742 if (default_region) MAP_OUT2 (region, default_region->name);
878 743
879 if (shopitems) 744 if (shopitems)
880 { 745 {
881 char shop[MAX_BUF]; 746 char shop[MAX_BUF];
882 print_shop_string (this, shop); 747 print_shop_string (this, shop);
917 782
918 return true; 783 return true;
919} 784}
920 785
921bool 786bool
922maptile::save_header (const char *path) 787maptile::_save_header (const char *path)
923{ 788{
924 object_freezer freezer; 789 object_freezer freezer;
925 790
926 if (!save_header (freezer)) 791 if (!_save_header (freezer))
927 return false; 792 return false;
928 793
929 return freezer.save (path); 794 return freezer.save (path);
930} 795}
931 796
933 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
934 */ 799 */
935void 800void
936maptile::clear () 801maptile::clear ()
937{ 802{
938 if (!spaces) 803 if (spaces)
939 return; 804 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 806 while (object *op = ms->bot)
943 { 807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
944 if (op->head) 815 if (op == head)
945 op = op->head;
946
947 op->destroy_inv (false);
948 op->destroy (); 816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
822 }
823
824 sfree0 (spaces, size ());
949 } 825 }
950
951 sfree (spaces, size ()), spaces = 0;
952 826
953 if (buttons) 827 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
955} 832}
956 833
957void 834void
958maptile::clear_header () 835maptile::clear_header ()
959{ 836{
991 attachable::do_destroy (); 868 attachable::do_destroy ();
992 869
993 clear (); 870 clear ();
994} 871}
995 872
996/* 873/* decay and destroy perishable items in a map */
997 * Updates every button on the map (by calling update_button() for them).
998 */
999void 874void
1000maptile::update_buttons () 875maptile::do_decay_objects ()
1001{ 876{
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next) 877 if (!spaces)
1003 for (objectlink *ol = obp->link; ol; ol = ol->next) 878 return;
879
880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
881 for (object *above, *op = ms->bot; op; op = above)
1004 { 882 {
1005 if (!ol->ob) 883 above = op->above;
884
885 bool destroy = 0;
886
887 // do not decay anything above unique floor tiles (yet :)
888 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
889 break;
890
891 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
892 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
893 || QUERY_FLAG (op, FLAG_UNIQUE)
894 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
895 || QUERY_FLAG (op, FLAG_UNPAID)
896 || op->is_alive ())
897 ; // do not decay
898 else if (op->is_weapon ())
1006 { 899 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 900 op->stats.dam--;
1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 901 if (op->stats.dam < 0)
1009 continue; 902 destroy = 1;
1010 } 903 }
1011 904 else if (op->is_armor ())
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 { 905 {
1014 update_button (ol->ob); 906 op->stats.ac--;
1015 break; 907 if (op->stats.ac < 0)
908 destroy = 1;
1016 } 909 }
910 else if (op->type == FOOD)
911 {
912 op->stats.food -= rndm (5, 20);
913 if (op->stats.food < 0)
914 destroy = 1;
915 }
916 else
917 {
918 int mat = op->materials;
919
920 if (mat & M_PAPER
921 || mat & M_LEATHER
922 || mat & M_WOOD
923 || mat & M_ORGANIC
924 || mat & M_CLOTH
925 || mat & M_LIQUID
926 || (mat & M_IRON && rndm (1, 5) == 1)
927 || (mat & M_GLASS && rndm (1, 2) == 1)
928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
930 || (mat & M_ICE && temp > 32))
931 destroy = 1;
932 }
933
934 /* adjust overall chance below */
935 if (destroy && rndm (0, 1))
936 op->destroy ();
1017 } 937 }
1018} 938}
1019 939
1020/* 940/*
1021 * This routine is supposed to find out the difficulty of the map. 941 * This routine is supposed to find out the difficulty of the map.
1022 * difficulty does not have a lot to do with character level, 942 * difficulty does not have a lot to do with character level,
1023 * but does have a lot to do with treasure on the map. 943 * but does have a lot to do with treasure on the map.
1024 * 944 *
1025 * Difficulty can now be set by the map creature. If the value stored 945 * Difficulty can now be set by the map creator. If the value stored
1026 * in the map is zero, then use this routine. Maps should really 946 * in the map is zero, then use this routine. Maps should really
1027 * have a difficulty set than using this function - human calculation 947 * have a difficulty set rather than using this function - human calculation
1028 * is much better than this functions guesswork. 948 * is much better than this function's guesswork.
1029 */ 949 */
1030int 950int
1031maptile::estimate_difficulty () const 951maptile::estimate_difficulty () const
1032{ 952{
1033 long monster_cnt = 0; 953 long monster_cnt = 0;
1045 965
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 966 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 967 {
1048 total_exp += op->stats.exp; 968 total_exp += op->stats.exp;
1049 969
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 970 if (archetype *at = op->other_arch)
971 {
1051 total_exp += at->clone.stats.exp * 8; 972 total_exp += at->stats.exp * 8;
1052
1053 monster_cnt++; 973 monster_cnt++;
974 }
975
976 for (object *inv = op->inv; inv; inv = inv->below)
977 {
978 total_exp += op->stats.exp * 8;
979 monster_cnt++;
980 }
1054 } 981 }
1055 } 982 }
1056 983
1057 avgexp = (double) total_exp / monster_cnt; 984 avgexp = (double) total_exp / monster_cnt;
1058 985
1071 * postive values make it darker, negative make it brighter 998 * postive values make it darker, negative make it brighter
1072 */ 999 */
1073int 1000int
1074maptile::change_map_light (int change) 1001maptile::change_map_light (int change)
1075{ 1002{
1076 int new_level = darkness + change;
1077
1078 /* Nothing to do */ 1003 /* Nothing to do */
1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1004 if (!change)
1080 return 0; 1005 return 0;
1081 1006
1082 /* inform all players on the map */ 1007 /* inform all players on the map */
1083 if (change > 0) 1008 if (change > 0)
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 else 1010 else
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 1012
1088 /* Do extra checking. since darkness is a unsigned value, 1013 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1089 * we need to be extra careful about negative values.
1090 * In general, the checks below are only needed if change
1091 * is not +/-1
1092 */
1093 if (new_level < 0)
1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1098 darkness = new_level;
1099 1014
1100 /* All clients need to get re-updated for the change */ 1015 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 1016 update_all_map_los (this);
1017
1102 return 1; 1018 return 1;
1103} 1019}
1104 1020
1105/* 1021/*
1106 * This function updates various attributes about a specific space 1022 * This function updates various attributes about a specific space
1109 * through, etc) 1025 * through, etc)
1110 */ 1026 */
1111void 1027void
1112mapspace::update_ () 1028mapspace::update_ ()
1113{ 1029{
1114 object *tmp, *last = 0; 1030 object *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1031 uint8 flags = P_UPTODATE, anywhere = 0;
1116 New_Face *top, *floor, *middle; 1032 sint8 light = 0;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1033 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1034
1120 middle = blank_face; 1035 //object *middle = 0;
1121 top = blank_face; 1036 //object *top = 0;
1122 floor = blank_face; 1037 //object *floor = 0;
1038 // this seems to generate better code than using locals, above
1039 object *&top = faces_obj[0] = 0;
1040 object *&middle = faces_obj[1] = 0;
1041 object *&floor = faces_obj[2] = 0;
1123 1042
1124 middle_obj = 0;
1125 top_obj = 0;
1126 floor_obj = 0;
1127
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1044 {
1130 /* This could be made additive I guess (two lights better than 1045 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1131 * one). But if so, it shouldn't be a simple additive - 2
1132 * light bulbs do not illuminate twice as far as once since
1133 * it is a dissapation factor that is cubed.
1134 */
1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius; 1046 light += tmp->glow_radius;
1137 1047
1138 /* This call is needed in order to update objects the player 1048 /* This call is needed in order to update objects the player
1139 * is standing in that have animations (ie, grass, fire, etc). 1049 * is standing in that have animations (ie, grass, fire, etc).
1140 * However, it also causes the look window to be re-drawn 1050 * However, it also causes the look window to be re-drawn
1141 * 3 times each time the player moves, because many of the 1051 * 3 times each time the player moves, because many of the
1144 * Always put the player down for drawing. 1054 * Always put the player down for drawing.
1145 */ 1055 */
1146 if (!tmp->invisible) 1056 if (!tmp->invisible)
1147 { 1057 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1059 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1061 {
1155 /* If we got a floor, that means middle and top were below it, 1062 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1063 * so should not be visible, so we clear them.
1157 */ 1064 */
1158 middle = blank_face; 1065 middle = 0;
1159 top = blank_face; 1066 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1067 floor = tmp;
1162 } 1068 }
1163 /* Flag anywhere have high priority */ 1069 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1071 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1072 middle = tmp;
1169 anywhere = 1; 1073 anywhere = 1;
1170 } 1074 }
1075
1171 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1173 * top 1078 * top
1174 */ 1079 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1081 middle = tmp;
1179 }
1180 } 1082 }
1181 1083
1182 if (tmp == tmp->above) 1084 if (tmp == tmp->above)
1183 { 1085 {
1184 LOG (llevError, "Error in structure of map\n"); 1086 LOG (llevError, "Error in structure of map\n");
1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1200 } 1102 }
1201 1103
1202 this->light = light; 1104 this->light = min (light, MAX_LIGHT_RADIUS);
1203 this->flags_ = flags; 1105 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow; 1106 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on; 1107 this->move_on = move_on;
1206 this->move_off = move_off; 1108 this->move_off = move_off;
1207 this->move_slow = move_slow; 1109 this->move_slow = move_slow;
1219 * middle face. This should not happen, as we already have the 1121 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1122 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1123 * may be possible for the faces to match but be different objects.
1222 */ 1124 */
1223 if (top == middle) 1125 if (top == middle)
1224 middle = blank_face; 1126 middle = 0;
1225 1127
1226 /* There are three posibilities at this point: 1128 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1230 */ 1132 */
1231 1133
1232 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1233 { 1135 {
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1138 break;
1237 1139
1238 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1141 if (top && middle)
1240 break; 1142 break;
1241 1143
1242 /* Only show visible faces */ 1144 /* Only show visible faces */
1243 if (!tmp->invisible) 1145 if (!tmp->invisible)
1244 { 1146 {
1245 /* Fill in top if needed */ 1147 /* Fill in top if needed */
1246 if (top == blank_face) 1148 if (!top)
1247 { 1149 {
1248 top = tmp->face;
1249 top_obj = tmp; 1150 top = tmp;
1250 if (top == middle) 1151 if (top == middle)
1251 middle = blank_face; 1152 middle = 0;
1252 } 1153 }
1253 else 1154 else
1254 { 1155 {
1255 /* top is already set - we should only get here if 1156 /* top is already set - we should only get here if
1256 * middle is not set 1157 * middle is not set
1257 * 1158 *
1258 * Set the middle face and break out, since there is nothing 1159 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1160 * more to fill in. We don't check visiblity here, since
1260 * 1161 *
1261 */ 1162 */
1262 if (tmp->face != top) 1163 if (tmp != top)
1263 { 1164 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1165 middle = tmp;
1266 break; 1166 break;
1267 } 1167 }
1268 } 1168 }
1269 } 1169 }
1270 } 1170 }
1271 1171
1272 if (middle == floor) 1172 if (middle == floor)
1273 middle = blank_face; 1173 middle = 0;
1274 1174
1275 if (top == middle) 1175 if (top == middle)
1276 middle = blank_face; 1176 middle = 0;
1277 1177
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1178#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1179 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1180 faces_obj [1] = middle;
1181 faces_obj [2] = floor;
1182#endif
1281} 1183}
1282 1184
1283/* this updates the orig_map->tile_map[tile_num] value after finding 1185uint64
1284 * the map. It also takes care of linking back the freshly found 1186mapspace::volume () const
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num].
1287 */
1288static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num)
1290{ 1187{
1291 maptile *mp = orig_map->tile_map [tile_num]; 1188 uint64 vol = 0;
1292 1189
1293 if (!mp) 1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 { 1191 vol += op->volume ();
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296 1192
1297 if (!mp) 1193 return vol;
1298 { 1194}
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1195
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1196maptile *
1301 &orig_map->tile_path[tile_num], &orig_map->path); 1197maptile::tile_available (int dir, bool load)
1302 mp = new maptile (1, 1); 1198{
1303 mp->alloc (); 1199 if (tile_path[dir])
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 } 1200 {
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return tile_map[dir];
1307 1203
1308 int dest_tile = (tile_num + 2) % 4; 1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return tile_map[dir];
1206 }
1309 1207
1310 orig_map->tile_map [tile_num] = mp;
1311
1312 // optimisation: back-link map to origin map if euclidean
1313 //TODO: non-euclidean maps MUST GO
1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1316
1317 return mp; 1208 return 0;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1324} 1209}
1325 1210
1326/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1226 if (!m)
1342 return 0; 1227 return 0;
1343 1228
1344 if (x < 0) 1229 if (x < 0)
1345 { 1230 {
1346 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
1347 return 1; 1232 return 1;
1348 1233
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 } 1235 }
1354 1236
1355 if (x >= m->width) 1237 if (x >= m->width)
1356 { 1238 {
1357 if (!m->tile_path[1]) 1239 if (!m->tile_available (1))
1358 return 1; 1240 return 1;
1359 1241
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
1364 } 1243 }
1365 1244
1366 if (y < 0) 1245 if (y < 0)
1367 { 1246 {
1368 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
1369 return 1; 1248 return 1;
1370 1249
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 } 1251 }
1376 1252
1377 if (y >= m->height) 1253 if (y >= m->height)
1378 { 1254 {
1379 if (!m->tile_path[2]) 1255 if (!m->tile_available (2))
1380 return 1; 1256 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384 1257
1385 return out_of_map (m->tile_map[2], x, y - m->height); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
1386 } 1259 }
1387 1260
1388 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
1402maptile * 1275maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1276maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1277{
1405 if (x < 0) 1278 if (x < 0)
1406 { 1279 {
1407 if (!tile_path[3]) 1280 if (!tile_available (3))
1408 return 0; 1281 return 0;
1409 1282
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1283 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y); 1284 return tile_map[3]->xy_find (x, y);
1413 } 1285 }
1414 1286
1415 if (x >= width) 1287 if (x >= width)
1416 { 1288 {
1417 if (!tile_path[1]) 1289 if (!tile_available (1))
1418 return 0; 1290 return 0;
1419 1291
1420 find_and_link (this, 1);
1421 x -= width; 1292 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1293 return tile_map[1]->xy_find (x, y);
1423 } 1294 }
1424 1295
1425 if (y < 0) 1296 if (y < 0)
1426 { 1297 {
1427 if (!tile_path[0]) 1298 if (!tile_available (0))
1428 return 0; 1299 return 0;
1429 1300
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1301 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y); 1302 return tile_map[0]->xy_find (x, y);
1433 } 1303 }
1434 1304
1435 if (y >= height) 1305 if (y >= height)
1436 { 1306 {
1437 if (!tile_path[2]) 1307 if (!tile_available (2))
1438 return 0; 1308 return 0;
1439 1309
1440 find_and_link (this, 2);
1441 y -= height; 1310 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1311 return tile_map[2]->xy_find (x, y);
1443 } 1312 }
1444 1313
1445 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
1450 1319
1451/** 1320/**
1452 * Return whether map2 is adjacent to map1. If so, store the distance from 1321 * Return whether map2 is adjacent to map1. If so, store the distance from
1453 * map1 to map2 in dx/dy. 1322 * map1 to map2 in dx/dy.
1454 */ 1323 */
1455static int 1324int
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1326{
1458 if (!map1 || !map2) 1327 if (!map1 || !map2)
1459 return 0; 1328 return 0;
1460 1329
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1331 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1332 if (map1 == map2)
1464 { 1333 {
1465 *dx = 0; 1334 *dx = 0;
1466 *dy = 0; 1335 *dy = 0;
1551/* From map.c 1420/* From map.c
1552 * This is used by get_player to determine where the other 1421 * This is used by get_player to determine where the other
1553 * creature is. get_rangevector takes into account map tiling, 1422 * creature is. get_rangevector takes into account map tiling,
1554 * so you just can not look the the map coordinates and get the 1423 * so you just can not look the the map coordinates and get the
1555 * righte value. distance_x/y are distance away, which 1424 * righte value. distance_x/y are distance away, which
1556 * can be negativbe. direction is the crossfire direction scheme 1425 * can be negative. direction is the crossfire direction scheme
1557 * that the creature should head. part is the part of the 1426 * that the creature should head. part is the part of the
1558 * monster that is closest. 1427 * monster that is closest.
1559 * 1428 *
1560 * get_rangevector looks at op1 and op2, and fills in the 1429 * get_rangevector looks at op1 and op2, and fills in the
1561 * structure for op1 to get to op2. 1430 * structure for op1 to get to op2.
1572get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1573{ 1442{
1574 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1575 { 1444 {
1576 /* be conservative and fill in _some_ data */ 1445 /* be conservative and fill in _some_ data */
1577 retval->distance = 100000; 1446 retval->distance = 10000;
1578 retval->distance_x = 32767; 1447 retval->distance_x = 10000;
1579 retval->distance_y = 32767; 1448 retval->distance_y = 10000;
1580 retval->direction = 0; 1449 retval->direction = 0;
1581 retval->part = 0; 1450 retval->part = 0;
1582 } 1451 }
1583 else 1452 else
1584 { 1453 {
1589 1458
1590 best = op1; 1459 best = op1;
1591 /* If this is multipart, find the closest part now */ 1460 /* If this is multipart, find the closest part now */
1592 if (!(flags & 0x1) && op1->more) 1461 if (!(flags & 0x1) && op1->more)
1593 { 1462 {
1594 object *tmp;
1595 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1596 1464
1597 /* we just take the offset of the piece to head to figure 1465 /* we just take the offset of the piece to head to figure
1598 * distance instead of doing all that work above again 1466 * distance instead of doing all that work above again
1599 * since the distance fields we set above are positive in the 1467 * since the distance fields we set above are positive in the
1600 * same axis as is used for multipart objects, the simply arithmetic 1468 * same axis as is used for multipart objects, the simply arithmetic
1601 * below works. 1469 * below works.
1602 */ 1470 */
1603 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1471 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1604 { 1472 {
1605 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1606 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1607 if (tmpi < best_distance) 1475 if (tmpi < best_distance)
1608 { 1476 {
1609 best_distance = tmpi; 1477 best_distance = tmpi;
1610 best = tmp; 1478 best = tmp;
1611 } 1479 }
1612 } 1480 }
1481
1613 if (best != op1) 1482 if (best != op1)
1614 { 1483 {
1615 retval->distance_x += op1->x - best->x; 1484 retval->distance_x += op1->x - best->x;
1616 retval->distance_y += op1->y - best->y; 1485 retval->distance_y += op1->y - best->y;
1617 } 1486 }
1618 } 1487 }
1488
1619 retval->part = best; 1489 retval->part = best;
1620 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1621 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1622 } 1492 }
1623} 1493}
1624 1494
1625/* this is basically the same as get_rangevector above, but instead of 1495/* this is basically the same as get_rangevector above, but instead of
1630 * flags has no meaning for this function at this time - I kept it in to 1500 * flags has no meaning for this function at this time - I kept it in to
1631 * be more consistant with the above function and also in case they are needed 1501 * be more consistant with the above function and also in case they are needed
1632 * for something in the future. Also, since no object is pasted, the best 1502 * for something in the future. Also, since no object is pasted, the best
1633 * field of the rv_vector is set to NULL. 1503 * field of the rv_vector is set to NULL.
1634 */ 1504 */
1635
1636void 1505void
1637get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1638{ 1507{
1639 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1640 { 1509 {
1641 /* be conservative and fill in _some_ data */ 1510 /* be conservative and fill in _some_ data */
1642 retval->distance = 100000; 1511 retval->distance = 100000;
1648 else 1517 else
1649 { 1518 {
1650 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
1652 1521
1653 retval->part = NULL; 1522 retval->part = 0;
1654 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1656 } 1525 }
1657} 1526}
1658 1527
1659/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
1673} 1542}
1674 1543
1675object * 1544object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags) 1545maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{ 1546{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1547 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682} 1548}
1683 1549
1550region *
1551maptile::region (int x, int y) const
1552{
1553 if (regions
1554 && regionmap
1555 && !OUT_OF_REAL_MAP (this, x, y))
1556 if (struct region *reg = regionmap [regions [y * width + x]])
1557 return reg;
1558
1559 if (default_region)
1560 return default_region;
1561
1562 return ::region::default_region ();
1563}
1564
1565/* picks a random object from a style map.
1566 */
1567object *
1568maptile::pick_random_object (rand_gen &gen) const
1569{
1570 /* while returning a null object will result in a crash, that
1571 * is actually preferable to an infinite loop. That is because
1572 * most servers will automatically restart in case of crash.
1573 * Change the logic on getting the random space - shouldn't make
1574 * any difference, but this seems clearer to me.
1575 */
1576 for (int i = 1000; --i;)
1577 {
1578 object *pick = at (gen (width), gen (height)).bot;
1579
1580 // do not prefer big monsters just because they are big.
1581 if (pick && pick->is_head ())
1582 return pick->head_ ();
1583 }
1584
1585 // instead of crashing in the unlikely(?) case, try to return *something*
1586 return archetype::find ("bug");
1587}
1588
1589void
1590maptile::play_sound (faceidx sound, int x, int y) const
1591{
1592 if (!sound)
1593 return;
1594
1595 for_all_players_on_map (pl, this)
1596 if (client *ns = pl->ns)
1597 {
1598 int dx = x - pl->ob->x;
1599 int dy = y - pl->ob->y;
1600
1601 int distance = idistance (dx, dy);
1602
1603 if (distance <= MAX_SOUND_DISTANCE)
1604 ns->play_sound (sound, dx, dy);
1605 }
1606}
1607
1608void
1609maptile::say_msg (const char *msg, int x, int y) const
1610{
1611 for_all_players (pl)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1621 }
1622}
1623
1624static void
1625split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1626{
1627 // clip to map to the left
1628 if (x0 < 0)
1629 {
1630 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1631 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1632
1633 if (x1 < 0) // entirely to the left
1634 return;
1635
1636 x0 = 0;
1637 }
1638
1639 // clip to map to the right
1640 if (x1 > m->width)
1641 {
1642 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1643 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1644
1645 if (x0 > m->width) // entirely to the right
1646 return;
1647
1648 x1 = m->width;
1649 }
1650
1651 // clip to map above
1652 if (y0 < 0)
1653 {
1654 if (maptile *tile = m->tile_available (TILE_UP, 1))
1655 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1656
1657 if (y1 < 0) // entirely above
1658 return;
1659
1660 y0 = 0;
1661 }
1662
1663 // clip to map below
1664 if (y1 > m->height)
1665 {
1666 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1667 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1668
1669 if (y0 > m->height) // entirely below
1670 return;
1671
1672 y1 = m->height;
1673 }
1674
1675 // if we get here, the rect is within the current map
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677
1678 r->m = m;
1679 r->x0 = x0;
1680 r->y0 = y0;
1681 r->x1 = x1;
1682 r->y1 = y1;
1683 r->dx = dx;
1684 r->dy = dy;
1685}
1686
1687maprect *
1688maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1689{
1690 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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