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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 1.188 by root, Fri Apr 16 02:32:25 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 31
48/* 32sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 33
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 96 return 0;
168 97
169 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
175 */ 104 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 106 return 0;
178 107
179 if (ob->head != NULL)
180 ob = ob->head; 108 ob = ob->head_ ();
181 109
182 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
186 */ 114 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 116 {
189 117 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 { 118 {
193 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
195 * pass through this space. 121 return 1;
196 */ 122 else
197 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
198 { 126 {
199 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
200 return 1; 131 return 1;
201 else 132 }
202 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
203 } 142 }
204 else 143 else
205 { 144 return 1; // unconditional block
206 /* In this case, the player must not have the object - 145
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 146 } else {
216 { 147 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
219 * movement, can't move here. 150
220 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 152 && tmp->head_ () != ob
222 */ 153 && tmp != ob
223 if (OB_MOVE_BLOCK (ob, tmp)) 154 && tmp->type != DOOR)
224 return 1;
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; 155 return 1;
228 } 156 }
229
230 } 157 }
158
231 return 0; 159 return 0;
232} 160}
233 161
234/* 162/*
235 * Returns true if the given object can't fit in the given spot. 163 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
240 * 168 *
241 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
242 * 170 *
243 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
255 * 183 *
256 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
258 * against the move_block values. 186 * against the move_block values.
259 */ 187 */
260int 188bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
262{ 190{
263 archetype *tmp; 191 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 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
277 194
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
279 { 196 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 197
282 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 199
284 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 201 return 1;
286 202
287 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
288 204 * (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. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 206 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 208 continue;
296 209
297 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
299 */ 212 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
301 return P_NO_PASS; 214 return 1;
302 } 215 }
303 216
304 return 0; 217 return 0;
305} 218}
306 219
307/* When the map is loaded, load_object does not actually insert objects 220//-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}
334 221
335void 222void
336maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
337{ 224{
338 if (!spaces) 225 if (!spaces)
340 227
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
344} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
345 260
346/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
349 * they are saved). 264 * they are saved).
353{ 268{
354 if (!spaces) 269 if (!spaces)
355 return; 270 return;
356 271
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *op = ms->bot; op; op = op->above) 273 {
274 object *op = ms->bot;
275 while (op)
359 { 276 {
360 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
361 if (!op->head && !op->more && op->arch->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
362 { 279 {
363 op->remove (); 280 op->remove ();
364 op->expand_tail (); 281 op->expand_tail ();
282
283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
366 } 290 }
291 else
292 op = op->above;
367 } 293 }
294 }
368} 295}
296
297//-GPL
369 298
370/* 299/*
371 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
372 * file pointer. 301 * file pointer.
373 */ 302 */
374bool 303bool
375maptile::_load_objects (object_thawer &f) 304maptile::_load_objects (object_thawer &f)
376{ 305{
377 for (;;) 306 for (;;)
378 { 307 {
379 coroapi::cede_to_tick_every (100); // cede once in a while 308 coroapi::cede_to_tick (); // cede once in a while
380 309
381 switch (f.kw) 310 switch (f.kw)
382 { 311 {
383 case KW_arch: 312 case KW_arch:
384 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
385 { 314 {
315 // TODO: why?
386 if (op->inv) 316 if (op->inv)
387 sum_weight (op); 317 op->update_weight ();
388 318
389 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
390 } 342 }
391 343
392 continue; 344 continue;
393 345
394 case KW_EOF: 346 case KW_EOF:
407} 359}
408 360
409void 361void
410maptile::activate () 362maptile::activate ()
411{ 363{
412 active = true;
413
414 if (spaces) 364 if (spaces)
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 365 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *op = ms->bot; op; op = op->above) 366 for (object *op = ms->bot; op; op = op->above)
417 op->activate_recursive (); 367 op->activate_recursive ();
418} 368}
419 369
420void 370void
421maptile::deactivate () 371maptile::deactivate ()
422{ 372{
423 active = false;
424
425 if (spaces) 373 if (spaces)
426 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 374 for (mapspace *ms = spaces + size (); ms-- > spaces; )
427 for (object *op = ms->bot; op; op = op->above) 375 for (object *op = ms->bot; op; op = op->above)
428 op->deactivate_recursive (); 376 op->deactivate_recursive ();
429} 377}
439 if (!spaces) 387 if (!spaces)
440 return false; 388 return false;
441 389
442 for (int i = 0; i < size (); ++i) 390 for (int i = 0; i < size (); ++i)
443 { 391 {
444 int unique = 0; 392 bool unique = 0;
393
445 for (object *op = spaces [i].bot; op; op = op->above) 394 for (object *op = spaces [i].bot; op; op = op->above)
446 { 395 {
447 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 396 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
448 unique = 1;
449 397
450 if (!op->can_map_save ()) 398 if (expect_false (!op->can_map_save ()))
451 continue; 399 continue;
452 400
453 if (unique || op->flag [FLAG_UNIQUE]) 401 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
454 { 402 {
455 if (flags & IO_UNIQUES) 403 if (flags & IO_UNIQUES)
456 op->write (f); 404 op->write (f);
457 } 405 }
458 else if (flags & IO_OBJECTS) 406 else if (expect_true (flags & IO_OBJECTS))
459 op->write (f); 407 op->write (f);
460 } 408 }
461 } 409 }
462 410
463 coroapi::cede_to_tick (); 411 coroapi::cede_to_tick ();
464 412
465 return true; 413 return true;
466} 414}
467 415
468bool 416bool
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}
489
490bool
491maptile::_save_objects (const char *path, int flags) 417maptile::_save_objects (const char *path, int flags)
492{ 418{
493 object_freezer freezer; 419 object_freezer freezer;
494 420
495 if (!_save_objects (freezer, flags)) 421 if (!_save_objects (freezer, flags))
496 return false; 422 return false;
497 423
498 return freezer.save (path); 424 return freezer.save (path);
499} 425}
500 426
501maptile::maptile () 427void
428maptile::init ()
502{ 429{
503 in_memory = MAP_SWAPPED; 430 in_memory = MAP_SWAPPED;
504 431
505 /* The maps used to pick up default x and y values from the 432 /* The maps used to pick up default x and y values from the
506 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
507 */ 434 */
508 width = 16; 435 width = 16;
509 height = 16; 436 height = 16;
510 timeout = 300; 437 timeout = 300;
511 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
512 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
513}
514
515maptile::maptile (int w, int h)
516{
517 in_memory = MAP_SWAPPED;
518
519 width = w;
520 height = h;
521 reset_timeout = 0; 440 reset_timeout = 0;
522 timeout = 300;
523 enter_x = 0; 441 enter_x = 0;
524 enter_y = 0; 442 enter_y = 0;
443}
444
445maptile::maptile ()
446{
447 init ();
448}
449
450maptile::maptile (int w, int h)
451{
452 init ();
453
454 width = w;
455 height = h;
525 456
526 alloc (); 457 alloc ();
527} 458}
528 459
529/* 460/*
537 if (spaces) 468 if (spaces)
538 return; 469 return;
539 470
540 spaces = salloc0<mapspace> (size ()); 471 spaces = salloc0<mapspace> (size ());
541} 472}
473
474//+GPL
542 475
543/* Takes a string from a map definition and outputs a pointer to the array of shopitems 476/* Takes a string from a map definition and outputs a pointer to the array of shopitems
544 * corresponding to that string. Memory is allocated for this, it must be freed 477 * corresponding to that string. Memory is allocated for this, it must be freed
545 * at a later date. 478 * at a later date.
546 * Called by parse_map_headers below. 479 * Called by parse_map_headers below.
623 return items; 556 return items;
624} 557}
625 558
626/* opposite of parse string, this puts the string that was originally fed in to 559/* opposite of parse string, this puts the string that was originally fed in to
627 * the map (or something equivilent) into output_string. */ 560 * the map (or something equivilent) into output_string. */
628static void 561static const char *
629print_shop_string (maptile *m, char *output_string) 562print_shop_string (maptile *m)
630{ 563{
631 int i; 564 static dynbuf_text buf; buf.clear ();
632 char tmp[MAX_BUF];
633 565
634 strcpy (output_string, "");
635 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
636 { 567 {
637 if (m->shopitems[i].typenum) 568 if (m->shopitems[i].typenum)
638 { 569 {
639 if (m->shopitems[i].strength) 570 if (m->shopitems[i].strength)
640 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 571 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
641 else 572 else
642 sprintf (tmp, "%s;", m->shopitems[i].name); 573 buf.printf ("%s;", m->shopitems[i].name);
643 } 574 }
644 else 575 else
645 { 576 {
646 if (m->shopitems[i].strength) 577 if (m->shopitems[i].strength)
647 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 578 buf.printf ("*:%d;", m->shopitems[i].strength);
648 else 579 else
649 sprintf (tmp, "*"); 580 buf.printf ("*");
650 } 581 }
651
652 strcat (output_string, tmp);
653 } 582 }
583
584 return buf;
654} 585}
586
587//-GPL
655 588
656/* This loads the header information of the map. The header 589/* This loads the header information of the map. The header
657 * contains things like difficulty, size, timeout, etc. 590 * contains things like difficulty, size, timeout, etc.
658 * this used to be stored in the map object, but with the 591 * this used to be stored in the map object, but with the
659 * addition of tiling, fields beyond that easily named in an 592 * addition of tiling, fields beyond that easily named in an
667bool 600bool
668maptile::_load_header (object_thawer &thawer) 601maptile::_load_header (object_thawer &thawer)
669{ 602{
670 for (;;) 603 for (;;)
671 { 604 {
672 keyword kw = thawer.get_kv ();
673
674 switch (kw) 605 switch (thawer.kw)
675 { 606 {
676 case KW_msg: 607 case KW_msg:
677 thawer.get_ml (KW_endmsg, msg); 608 thawer.get_ml (KW_endmsg, msg);
678 break; 609 break;
679 610
702 case KW_shopgreed: thawer.get (shopgreed); break; 633 case KW_shopgreed: thawer.get (shopgreed); break;
703 case KW_shopmin: thawer.get (shopmin); break; 634 case KW_shopmin: thawer.get (shopmin); break;
704 case KW_shopmax: thawer.get (shopmax); break; 635 case KW_shopmax: thawer.get (shopmax); break;
705 case KW_shoprace: thawer.get (shoprace); break; 636 case KW_shoprace: thawer.get (shoprace); break;
706 case KW_outdoor: thawer.get (outdoor); break; 637 case KW_outdoor: thawer.get (outdoor); break;
707 case KW_temp: thawer.get (temp); break;
708 case KW_pressure: thawer.get (pressure); break;
709 case KW_humid: thawer.get (humid); break;
710 case KW_windspeed: thawer.get (windspeed); break;
711 case KW_winddir: thawer.get (winddir); break;
712 case KW_sky: thawer.get (sky); break;
713 638
714 case KW_per_player: thawer.get (per_player); break; 639 case KW_per_player: thawer.get (per_player); break;
715 case KW_per_party: thawer.get (per_party); break; 640 case KW_per_party: thawer.get (per_party); break;
641 case KW_no_reset: thawer.get (no_reset); break;
642 case KW_no_drop: thawer.get (no_drop); break;
716 643
717 case KW_region: default_region = region::find (thawer.get_str ()); break; 644 case KW_region: default_region = region::find (thawer.get_str ()); break;
718 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 645 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
719 646
720 // old names new names 647 // old names new names
731 case KW_tile_path_1: thawer.get (tile_path [0]); break; 658 case KW_tile_path_1: thawer.get (tile_path [0]); break;
732 case KW_tile_path_2: thawer.get (tile_path [1]); break; 659 case KW_tile_path_2: thawer.get (tile_path [1]); break;
733 case KW_tile_path_3: thawer.get (tile_path [2]); break; 660 case KW_tile_path_3: thawer.get (tile_path [2]); break;
734 case KW_tile_path_4: thawer.get (tile_path [3]); break; 661 case KW_tile_path_4: thawer.get (tile_path [3]); break;
735 662
663 case KW_ERROR:
664 set_key_text (thawer.kw_str, thawer.value);
665 break;
666
736 case KW_end: 667 case KW_end:
668 thawer.next ();
737 return true; 669 return true;
738 670
739 default: 671 default:
740 if (!thawer.parse_error ("map", 0)) 672 if (!thawer.parse_error ("map"))
741 return false; 673 return false;
742 break; 674 break;
743 } 675 }
676
677 thawer.next ();
744 } 678 }
745 679
746 abort (); 680 abort ();
747} 681}
748 682
749bool 683//+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}
759 684
760/****************************************************************************** 685/******************************************************************************
761 * This is the start of unique map handling code 686 * This is the start of unique map handling code
762 *****************************************************************************/ 687 *****************************************************************************/
763 688
770 int unique = 0; 695 int unique = 0;
771 for (object *op = spaces [i].bot; op; ) 696 for (object *op = spaces [i].bot; op; )
772 { 697 {
773 object *above = op->above; 698 object *above = op->above;
774 699
775 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
776 unique = 1; 701 unique = 1;
777 702
778 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
779 {
780 op->destroy_inv (false);
781 op->destroy (); 704 op->destroy ();
782 }
783 705
784 op = above; 706 op = above;
785 } 707 }
786 } 708 }
787} 709}
788 710
711//-GPL
712
789bool 713bool
790maptile::_save_header (object_freezer &freezer) 714maptile::_save_header (object_freezer &freezer)
791{ 715{
792#define MAP_OUT(k) freezer.put (KW_ ## k, k) 716#define MAP_OUT(k) freezer.put (KW(k), k)
793#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 717#define MAP_OUT2(k,v) freezer.put (KW(k), v)
794 718
795 MAP_OUT2 (arch, "map"); 719 MAP_OUT2 (arch, CS(map));
796 720
797 if (name) MAP_OUT (name); 721 if (name) MAP_OUT (name);
798 MAP_OUT (swap_time); 722 MAP_OUT (swap_time);
799 MAP_OUT (reset_time); 723 MAP_OUT (reset_time);
800 MAP_OUT (reset_timeout); 724 MAP_OUT (reset_timeout);
801 MAP_OUT (fixed_resettime); 725 MAP_OUT (fixed_resettime);
726 MAP_OUT (no_reset);
727 MAP_OUT (no_drop);
802 MAP_OUT (difficulty); 728 MAP_OUT (difficulty);
803
804 if (default_region) MAP_OUT2 (region, default_region->name); 729 if (default_region) MAP_OUT2 (region, default_region->name);
805 730
806 if (shopitems) 731 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); 732 MAP_OUT (shopgreed);
814 MAP_OUT (shopmin); 733 MAP_OUT (shopmin);
815 MAP_OUT (shopmax); 734 MAP_OUT (shopmax);
816 if (shoprace) MAP_OUT (shoprace); 735 if (shoprace) MAP_OUT (shoprace);
817 MAP_OUT (darkness); 736
818 MAP_OUT (width); 737 MAP_OUT (width);
819 MAP_OUT (height); 738 MAP_OUT (height);
820 MAP_OUT (enter_x); 739 MAP_OUT (enter_x);
821 MAP_OUT (enter_y); 740 MAP_OUT (enter_y);
822 741 MAP_OUT (darkness);
823 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
824 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
825
826 MAP_OUT (outdoor); 742 MAP_OUT (outdoor);
827 MAP_OUT (temp); 743
828 MAP_OUT (pressure); 744 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
829 MAP_OUT (humid); 745 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
830 MAP_OUT (windspeed);
831 MAP_OUT (winddir);
832 MAP_OUT (sky);
833 746
834 MAP_OUT (per_player); 747 MAP_OUT (per_player);
835 MAP_OUT (per_party); 748 MAP_OUT (per_party);
836 749
837 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 750 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
838 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 751 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
839 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 752 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
840 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
841 754
842 freezer.put (this); 755 freezer.put (this);
843 freezer.put (KW_end); 756 freezer.put (KW(end));
844 757
845 return true; 758 return true;
846} 759}
847 760
848bool 761bool
854 return false; 767 return false;
855 768
856 return freezer.save (path); 769 return freezer.save (path);
857} 770}
858 771
772//+GPL
773
859/* 774/*
860 * Remove and free all objects in the given map. 775 * Remove and free all objects in the given map.
861 */ 776 */
862void 777void
863maptile::clear () 778maptile::clear ()
864{ 779{
865 sfree (regions, size ()), regions = 0;
866 free (regionmap), regionmap = 0;
867
868 if (spaces) 780 if (spaces)
869 { 781 {
870 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 782 for (mapspace *ms = spaces + size (); ms-- > spaces; )
871 while (object *op = ms->bot) 783 while (object *op = ms->bot)
872 { 784 {
785 // manually remove, as to not trigger anything
786 if (ms->bot = op->above)
787 ms->bot->below = 0;
788
789 op->flag [FLAG_REMOVED] = true;
790
791 object *head = op->head_ ();
873 if (op->head) 792 if (op == head)
874 op = op->head;
875
876 op->destroy_inv (false);
877 op->destroy (); 793 op->destroy ();
794 else if (head->map != op->map)
795 {
796 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 head->destroy ();
798 }
878 } 799 }
879 800
880 sfree (spaces, size ()), spaces = 0; 801 sfree0 (spaces, size ());
881 } 802 }
882 803
883 if (buttons) 804 if (buttons)
884 free_objectlinkpt (buttons), buttons = 0; 805 free_objectlinkpt (buttons), buttons = 0;
806
807 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0;
885} 809}
886 810
887void 811void
888maptile::clear_header () 812maptile::clear_header ()
889{ 813{
921 attachable::do_destroy (); 845 attachable::do_destroy ();
922 846
923 clear (); 847 clear ();
924} 848}
925 849
926/* 850/* decay and destroy perishable items in a map */
927 * Updates every button on the map (by calling update_button() for them). 851// TODO: should be done regularly, not on map load?
928 */
929void 852void
930maptile::update_buttons () 853maptile::do_decay_objects ()
931{ 854{
932 for (oblinkpt *obp = buttons; obp; obp = obp->next) 855 if (!spaces)
933 for (objectlink *ol = obp->link; ol; ol = ol->next) 856 return;
857
858 for (mapspace *ms = spaces + size (); ms-- > spaces; )
859 for (object *above, *op = ms->bot; op; op = above)
934 { 860 {
935 if (!ol->ob) 861 above = op->above;
862
863 // do not decay anything above unique floor tiles (yet :)
864 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 break;
866
867 bool destroy = 0;
868
869 if (op->flag [FLAG_IS_FLOOR]
870 || op->flag [FLAG_OBJ_ORIGINAL]
871 || op->flag [FLAG_UNIQUE]
872 || op->flag [FLAG_OVERLAY_FLOOR]
873 || op->flag [FLAG_UNPAID]
874 || op->is_alive ())
875 ; // do not decay
876 else if (op->is_weapon ())
936 { 877 {
937 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 878 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); 879 if (op->stats.dam < 0)
939 continue; 880 destroy = 1;
940 } 881 }
941 882 else if (op->is_armor ())
942 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
943 { 883 {
944 update_button (ol->ob); 884 op->stats.ac--;
945 break; 885 if (op->stats.ac < 0)
886 destroy = 1;
946 } 887 }
888 else if (op->type == FOOD)
889 {
890 op->stats.food -= rndm (5, 20);
891 if (op->stats.food < 0)
892 destroy = 1;
893 }
894 else
895 {
896 int mat = op->materials;
897
898 if (mat & M_PAPER
899 || mat & M_LEATHER
900 || mat & M_WOOD
901 || mat & M_ORGANIC
902 || mat & M_CLOTH
903 || mat & M_LIQUID
904 || (mat & M_IRON && rndm (1, 5) == 1)
905 || (mat & M_GLASS && rndm (1, 2) == 1)
906 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
907 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
908 //|| (mat & M_ICE && temp > 32)
909 )
910 destroy = 1;
911 }
912
913 /* adjust overall chance below */
914 if (destroy && rndm (0, 1))
915 op->destroy ();
947 } 916 }
948} 917}
949 918
950/* 919/*
951 * This routine is supposed to find out the difficulty of the map. 920 * This routine is supposed to find out the difficulty of the map.
952 * difficulty does not have a lot to do with character level, 921 * difficulty does not have a lot to do with character level,
953 * but does have a lot to do with treasure on the map. 922 * but does have a lot to do with treasure on the map.
954 * 923 *
955 * Difficulty can now be set by the map creature. If the value stored 924 * Difficulty can now be set by the map creator. If the value stored
956 * in the map is zero, then use this routine. Maps should really 925 * in the map is zero, then use this routine. Maps should really
957 * have a difficulty set than using this function - human calculation 926 * have a difficulty set rather than using this function - human calculation
958 * is much better than this functions guesswork. 927 * is much better than this function's guesswork.
959 */ 928 */
960int 929int
961maptile::estimate_difficulty () const 930maptile::estimate_difficulty () const
962{ 931{
963 long monster_cnt = 0; 932 long monster_cnt = 0;
965 sint64 total_exp = 0; 934 sint64 total_exp = 0;
966 935
967 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
968 for (object *op = ms->bot; op; op = op->above) 937 for (object *op = ms->bot; op; op = op->above)
969 { 938 {
970 if (QUERY_FLAG (op, FLAG_MONSTER)) 939 if (op->flag [FLAG_MONSTER])
971 { 940 {
972 total_exp += op->stats.exp; 941 total_exp += op->stats.exp;
973 monster_cnt++; 942 monster_cnt++;
974 } 943 }
975 944
976 if (QUERY_FLAG (op, FLAG_GENERATOR)) 945 if (op->flag [FLAG_GENERATOR])
977 { 946 {
978 total_exp += op->stats.exp; 947 total_exp += op->stats.exp;
979 948
980 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 949 if (archetype *at = op->other_arch)
950 {
981 total_exp += at->clone.stats.exp * 8; 951 total_exp += at->stats.exp * 8;
982
983 monster_cnt++; 952 monster_cnt++;
953 }
954
955 for (object *inv = op->inv; inv; inv = inv->below)
956 {
957 total_exp += op->stats.exp * 8;
958 monster_cnt++;
959 }
984 } 960 }
985 } 961 }
986 962
987 avgexp = (double) total_exp / monster_cnt; 963 avgexp = (double) total_exp / monster_cnt;
988 964
1001 * postive values make it darker, negative make it brighter 977 * postive values make it darker, negative make it brighter
1002 */ 978 */
1003int 979int
1004maptile::change_map_light (int change) 980maptile::change_map_light (int change)
1005{ 981{
1006 int new_level = darkness + change;
1007
1008 /* Nothing to do */ 982 /* Nothing to do */
1009 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 983 if (!change)
1010 return 0; 984 return 0;
1011 985
1012 /* inform all players on the map */ 986 /* inform all players on the map */
1013 if (change > 0) 987 if (change > 0)
1014 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 988 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1015 else 989 else
1016 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 990 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1017 991
1018 /* Do extra checking. since darkness is a unsigned value, 992 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 993
1030 /* All clients need to get re-updated for the change */ 994 /* All clients need to get re-updated for the change */
1031 update_all_map_los (this); 995 update_all_map_los (this);
996
1032 return 1; 997 return 1;
1033} 998}
1034 999
1035/* 1000/*
1036 * This function updates various attributes about a specific space 1001 * This function updates various attributes about a specific space
1039 * through, etc) 1004 * through, etc)
1040 */ 1005 */
1041void 1006void
1042mapspace::update_ () 1007mapspace::update_ ()
1043{ 1008{
1044 object *tmp, *last = 0; 1009 object *last = 0;
1045 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1010 uint8 flags = P_UPTODATE;
1011 sint8 light = 0;
1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1012 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1013 uint64_t volume = 0;
1014 uint32_t items = 0;
1015 object *anywhere = 0;
1016 uint8_t middle_visibility = 0;
1047 1017
1048 //object *middle = 0; 1018 //object *middle = 0;
1049 //object *top = 0; 1019 //object *top = 0;
1050 //object *floor = 0; 1020 //object *floor = 0;
1051 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1052 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1053 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1054 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1055 1025
1026 object::flags_t allflags; // all flags of all objects or'ed together
1027
1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1028 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1057 { 1029 {
1058 /* This could be made additive I guess (two lights better than 1030 // 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; 1031 light += tmp->glow_radius;
1065 1032
1066 /* This call is needed in order to update objects the player 1033 /* This call is needed in order to update objects the player
1067 * is standing in that have animations (ie, grass, fire, etc). 1034 * is standing in that have animations (ie, grass, fire, etc).
1068 * However, it also causes the look window to be re-drawn 1035 * However, it also causes the look window to be re-drawn
1069 * 3 times each time the player moves, because many of the 1036 * 3 times each time the player moves, because many of the
1070 * functions the move_player calls eventualy call this. 1037 * functions the move_player calls eventualy call this.
1071 * 1038 *
1072 * Always put the player down for drawing. 1039 * Always put the player down for drawing.
1073 */ 1040 */
1074 if (!tmp->invisible) 1041 if (expect_true (!tmp->invisible))
1075 { 1042 {
1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1043 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1077 top = tmp; 1044 top = tmp;
1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1045 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1079 { 1046 {
1080 /* If we got a floor, that means middle and top were below it, 1047 /* If we got a floor, that means middle and top were below it,
1081 * so should not be visible, so we clear them. 1048 * so should not be visible, so we clear them.
1082 */ 1049 */
1083 middle = 0; 1050 middle = 0;
1084 top = 0; 1051 top = 0;
1085 floor = tmp; 1052 floor = tmp;
1053 volume = 0;
1054 items = 0;
1086 } 1055 }
1087 /* Flag anywhere have high priority */ 1056 else
1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1089 { 1057 {
1058 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1059 {
1060 ++items;
1061 volume += tmp->volume ();
1062 }
1063
1064 /* Flag anywhere have high priority */
1065 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1066 anywhere = tmp;
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1073 {
1074 middle_visibility = ::faces [tmp->face].visibility;
1090 middle = tmp; 1075 middle = tmp;
1091 anywhere = 1; 1076 }
1092 } 1077 }
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 } 1078 }
1106 1079
1107 move_slow |= tmp->move_slow; 1080 move_slow |= tmp->move_slow;
1108 move_block |= tmp->move_block; 1081 move_block |= tmp->move_block;
1109 move_on |= tmp->move_on; 1082 move_on |= tmp->move_on;
1110 move_off |= tmp->move_off; 1083 move_off |= tmp->move_off;
1111 move_allow |= tmp->move_allow; 1084 move_allow |= tmp->move_allow;
1112 1085
1113 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1086 allflags |= tmp->flag;
1114 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1087
1115 if (tmp->type == PLAYER) flags |= P_PLAYER; 1088 if (tmp->type == PLAYER) flags |= P_PLAYER;
1116 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1089 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 } 1090 }
1120 1091
1121 this->light = light; 1092 // FLAG_SEE_ANYWHERE takes precedence
1093 if (anywhere)
1094 middle = anywhere;
1095
1096 // ORing all flags together and checking them here is much faster
1097 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1098 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1099 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1100 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101
1102 this->light = min (light, MAX_LIGHT_RADIUS);
1122 this->flags_ = flags; 1103 this->flags_ = flags;
1123 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1124 this->move_on = move_on; 1105 this->move_on = move_on;
1125 this->move_off = move_off; 1106 this->move_off = move_off;
1126 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1108 this->volume_ = (volume + 1023) / 1024;
1109 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1127 1110
1128 /* At this point, we have a floor face (if there is a floor), 1111 /* At this point, we have a floor face (if there is a floor),
1129 * and the floor is set - we are not going to touch it at 1112 * and the floor is set - we are not going to touch it at
1130 * this point. 1113 * this point.
1131 * middle contains the highest visibility face. 1114 * middle contains the highest visibility face.
1146 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1147 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1148 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1149 */ 1132 */
1150 1133
1151 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1152 { 1135 {
1153 /* 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 */
1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (tmp->flag [FLAG_IS_FLOOR])
1155 break; 1138 break;
1156 1139
1157 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1158 if (top && middle) 1141 if (top && middle)
1159 break; 1142 break;
1197 faces_obj [1] = middle; 1180 faces_obj [1] = middle;
1198 faces_obj [2] = floor; 1181 faces_obj [2] = floor;
1199#endif 1182#endif
1200} 1183}
1201 1184
1202uint64 1185maptile *
1203mapspace::volume () const 1186maptile::tile_available (int dir, bool load)
1204{ 1187{
1205 uint64 vol = 0; 1188 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 } 1189 {
1190 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1191 return tile_map[dir];
1237 1192
1238 int dest_tile = (tile_num + 2) % 4; 1193 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1194 return tile_map[dir];
1195 }
1239 1196
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; 1197 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} 1198}
1255 1199
1256/* this returns TRUE if the coordinates (x,y) are out of 1200/* this returns TRUE if the coordinates (x,y) are out of
1257 * map m. This function also takes into account any 1201 * map m. This function also takes into account any
1258 * tiling considerations, loading adjacant maps as needed. 1202 * tiling considerations, loading adjacant maps as needed.
1271 if (!m) 1215 if (!m)
1272 return 0; 1216 return 0;
1273 1217
1274 if (x < 0) 1218 if (x < 0)
1275 { 1219 {
1276 if (!m->tile_path[3]) 1220 if (!m->tile_available (3))
1277 return 1; 1221 return 1;
1278 1222
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); 1223 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1283 } 1224 }
1284 1225
1285 if (x >= m->width) 1226 if (x >= m->width)
1286 { 1227 {
1287 if (!m->tile_path[1]) 1228 if (!m->tile_available (1))
1288 return 1; 1229 return 1;
1289 1230
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); 1231 return out_of_map (m->tile_map[1], x - m->width, y);
1294 } 1232 }
1295 1233
1296 if (y < 0) 1234 if (y < 0)
1297 { 1235 {
1298 if (!m->tile_path[0]) 1236 if (!m->tile_available (0))
1299 return 1; 1237 return 1;
1300 1238
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); 1239 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1305 } 1240 }
1306 1241
1307 if (y >= m->height) 1242 if (y >= m->height)
1308 { 1243 {
1309 if (!m->tile_path[2]) 1244 if (!m->tile_available (2))
1310 return 1; 1245 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 1246
1315 return out_of_map (m->tile_map[2], x, y - m->height); 1247 return out_of_map (m->tile_map[2], x, y - m->height);
1316 } 1248 }
1317 1249
1318 /* Simple case - coordinates are within this local 1250 /* Simple case - coordinates are within this local
1332maptile * 1264maptile *
1333maptile::xy_find (sint16 &x, sint16 &y) 1265maptile::xy_find (sint16 &x, sint16 &y)
1334{ 1266{
1335 if (x < 0) 1267 if (x < 0)
1336 { 1268 {
1337 if (!tile_path[3]) 1269 if (!tile_available (3))
1338 return 0; 1270 return 0;
1339 1271
1340 find_and_link (this, 3);
1341 x += tile_map[3]->width; 1272 x += tile_map[3]->width;
1342 return tile_map[3]->xy_find (x, y); 1273 return tile_map[3]->xy_find (x, y);
1343 } 1274 }
1344 1275
1345 if (x >= width) 1276 if (x >= width)
1346 { 1277 {
1347 if (!tile_path[1]) 1278 if (!tile_available (1))
1348 return 0; 1279 return 0;
1349 1280
1350 find_and_link (this, 1);
1351 x -= width; 1281 x -= width;
1352 return tile_map[1]->xy_find (x, y); 1282 return tile_map[1]->xy_find (x, y);
1353 } 1283 }
1354 1284
1355 if (y < 0) 1285 if (y < 0)
1356 { 1286 {
1357 if (!tile_path[0]) 1287 if (!tile_available (0))
1358 return 0; 1288 return 0;
1359 1289
1360 find_and_link (this, 0);
1361 y += tile_map[0]->height; 1290 y += tile_map[0]->height;
1362 return tile_map[0]->xy_find (x, y); 1291 return tile_map[0]->xy_find (x, y);
1363 } 1292 }
1364 1293
1365 if (y >= height) 1294 if (y >= height)
1366 { 1295 {
1367 if (!tile_path[2]) 1296 if (!tile_available (2))
1368 return 0; 1297 return 0;
1369 1298
1370 find_and_link (this, 2);
1371 y -= height; 1299 y -= height;
1372 return tile_map[2]->xy_find (x, y); 1300 return tile_map[2]->xy_find (x, y);
1373 } 1301 }
1374 1302
1375 /* Simple case - coordinates are within this local 1303 /* Simple case - coordinates are within this local
1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1314adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1387{ 1315{
1388 if (!map1 || !map2) 1316 if (!map1 || !map2)
1389 return 0; 1317 return 0;
1390 1318
1391 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1319 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1392 //fix: compare paths instead (this is likely faster, too!) 1320 //fix: compare paths instead (this is likely faster, too!)
1393 if (map1 == map2) 1321 if (map1 == map2)
1394 { 1322 {
1395 *dx = 0; 1323 *dx = 0;
1396 *dy = 0; 1324 *dy = 0;
1497 * 1425 *
1498 * currently, the only flag supported (0x1) is don't translate for 1426 * currently, the only flag supported (0x1) is don't translate for
1499 * closest body part of 'op1' 1427 * closest body part of 'op1'
1500 */ 1428 */
1501void 1429void
1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1503{ 1431{
1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1505 { 1433 {
1506 /* be conservative and fill in _some_ data */ 1434 /* be conservative and fill in _some_ data */
1507 retval->distance = 10000; 1435 retval->distance = 10000;
1510 retval->direction = 0; 1438 retval->direction = 0;
1511 retval->part = 0; 1439 retval->part = 0;
1512 } 1440 }
1513 else 1441 else
1514 { 1442 {
1515 object *best;
1516
1517 retval->distance_x += op2->x - op1->x; 1443 retval->distance_x += op2->x - op1->x;
1518 retval->distance_y += op2->y - op1->y; 1444 retval->distance_y += op2->y - op1->y;
1519 1445
1520 best = op1; 1446 object *best = op1;
1447
1521 /* If this is multipart, find the closest part now */ 1448 /* If this is multipart, find the closest part now */
1522 if (!(flags & 0x1) && op1->more) 1449 if (!(flags & 1) && op1->more)
1523 { 1450 {
1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1525 1452
1526 /* we just take the offset of the piece to head to figure 1453 /* we just take the offset of the piece to head to figure
1527 * distance instead of doing all that work above again 1454 * distance instead of doing all that work above again
1578 else 1505 else
1579 { 1506 {
1580 retval->distance_x += op2->x - x; 1507 retval->distance_x += op2->x - x;
1581 retval->distance_y += op2->y - y; 1508 retval->distance_y += op2->y - y;
1582 1509
1583 retval->part = NULL; 1510 retval->part = 0;
1584 retval->distance = idistance (retval->distance_x, retval->distance_y); 1511 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1512 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1586 } 1513 }
1587} 1514}
1588 1515
1589/* Returns true of op1 and op2 are effectively on the same map 1516/* Returns true of op1 and op2 are effectively on the same map
1600 int dx, dy; 1527 int dx, dy;
1601 1528
1602 return adjacent_map (op1->map, op2->map, &dx, &dy); 1529 return adjacent_map (op1->map, op2->map, &dx, &dy);
1603} 1530}
1604 1531
1532//-GPL
1533
1605object * 1534object *
1606maptile::insert (object *op, int x, int y, object *originator, int flags) 1535maptile::insert (object *op, int x, int y, object *originator, int flags)
1607{ 1536{
1608 if (!op->flag [FLAG_REMOVED])
1609 op->remove ();
1610
1611 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1537 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1612} 1538}
1613 1539
1614region * 1540region *
1615maptile::region (int x, int y) const 1541maptile::region (int x, int y) const
1624 return default_region; 1550 return default_region;
1625 1551
1626 return ::region::default_region (); 1552 return ::region::default_region ();
1627} 1553}
1628 1554
1555//+GPL
1556
1629/* picks a random object from a style map. 1557/* 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 */ 1558 */
1633object * 1559object *
1634maptile::pick_random_object () const 1560maptile::pick_random_object (rand_gen &gen) const
1635{ 1561{
1636 /* while returning a null object will result in a crash, that 1562 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because 1563 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash. 1564 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make 1565 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me. 1566 * any difference, but this seems clearer to me.
1641 */ 1567 */
1642 for (int i = 1000; --i;) 1568 for (int i = 1000; --i;)
1643 { 1569 {
1644 object *pick = at (rndm (width), rndm (height)).bot; 1570 object *pick = at (gen (width), gen (height)).bot;
1645 1571
1646 // do not prefer big monsters just because they are big. 1572 // must be head: do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick) 1573 if (pick && pick->is_head ())
1648 return pick->head_ (); 1574 return pick;
1649 } 1575 }
1650 1576
1651 // instead of crashing in the unlikely(?) case, try to return *something* 1577 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked"); 1578 return archetype::find (shstr_bug);
1653} 1579}
1654 1580
1581//-GPL
1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1619
1620static void
1621split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1622{
1623 // clip to map to the left
1624 if (x0 < 0)
1625 {
1626 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1627 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1628
1629 if (x1 < 0) // entirely to the left
1630 return;
1631
1632 x0 = 0;
1633 }
1634
1635 // clip to map to the right
1636 if (x1 > m->width)
1637 {
1638 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1639 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1640
1641 if (x0 > m->width) // entirely to the right
1642 return;
1643
1644 x1 = m->width;
1645 }
1646
1647 // clip to map above
1648 if (y0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_UP, 1))
1651 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1652
1653 if (y1 < 0) // entirely above
1654 return;
1655
1656 y0 = 0;
1657 }
1658
1659 // clip to map below
1660 if (y1 > m->height)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1663 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1664
1665 if (y0 > m->height) // entirely below
1666 return;
1667
1668 y1 = m->height;
1669 }
1670
1671 // if we get here, the rect is within the current map
1672 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1673
1674 r->m = m;
1675 r->x0 = x0;
1676 r->y0 = y0;
1677 r->x1 = x1;
1678 r->y1 = y1;
1679 r->dx = dx;
1680 r->dy = dy;
1681}
1682
1683maprect *
1684maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1685{
1686 buf.clear ();
1687
1688 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1689
1690 // add end marker
1691 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692 r->m = 0;
1693
1694 return (maprect *)buf.linearise ();
1695}
1696

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