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Comparing deliantra/server/common/map.C (file contents):
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC vs.
Revision 1.101 by root, Sat Apr 21 16:56:28 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
26
27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
29 31
30#include "path.h" 32#include "path.h"
31 33
32/* 34/*
33 * This makes a path absolute outside the world of Crossfire. 35 * This makes a path absolute outside the world of Crossfire.
66 char *endbuf; 68 char *endbuf;
67 struct stat statbuf; 69 struct stat statbuf;
68 int mode = 0; 70 int mode = 0;
69 71
70 if (prepend_dir) 72 if (prepend_dir)
71 strcpy (buf, create_pathname (name)); 73 assign (buf, create_pathname (name));
72 else 74 else
73 strcpy (buf, name); 75 assign (buf, name);
74 76
75 /* old method (strchr(buf, '\0')) seemd very odd to me - 77 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer. 78 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through 79 * Can not use strcat because we need to cycle through
78 * all the names. 80 * all the names.
227 229
228 } 230 }
229 return 0; 231 return 0;
230} 232}
231 233
232
233/* 234/*
234 * Returns true if the given object can't fit in the given spot. 235 * Returns true if the given object can't fit in the given spot.
235 * This is meant for multi space objects - for single space objecs, 236 * This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 237 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 238 * of object. This function goes through all the parts of the
329 * carrying. 330 * carrying.
330 */ 331 */
331 sum_weight (container); 332 sum_weight (container);
332} 333}
333 334
335void
336maptile::set_object_flag (int flag, int value)
337{
338 if (!spaces)
339 return;
340
341 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value;
344}
345
334/* link_multipart_objects go through all the objects on the map looking 346/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 347 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 348 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 349 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 350 */
340void 351void
341maptile::link_multipart_objects () 352maptile::link_multipart_objects ()
342{ 353{
343 if (!spaces) 354 if (!spaces)
344 return; 355 return;
345 356
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 357 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 358 for (object *op = ms->bot; op; op = op->above)
348 { 359 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 360 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 361 if (!op->head && !op->more && op->arch->more)
353 { 362 {
354 /* If there is nothing more to this object, this for loop 363 op->remove ();
355 * won't do anything. 364 op->expand_tail ();
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 {
363 op = arch_to_object (at);
364
365 /* update x,y coordinates */
366 op->x += tmp->x;
367 op->y += tmp->y;
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 365 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON);
380 }
381 } 366 }
382
383 tmp = above;
384 } 367 }
385} 368}
386 369
387/* 370/*
388 * Loads (ands parses) the objects into a given map from the specified 371 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 372 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 373 */
392bool 374bool
393maptile::load_objects (object_thawer &thawer) 375maptile::_load_objects (object_thawer &f)
394{ 376{
395 int unique; 377 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 378 {
403 /* if the archetype for the object is null, means that we 379 coroapi::cede_to_tick_every (100); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 380
405 * or editor will not be able to do anything with it either. 381 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 382 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 383 case KW_arch:
410 continue; 384 if (object *op = object::read (f, this))
411 }
412
413 switch (i)
414 { 385 {
415 case LL_NORMAL: 386 if (op->inv)
387 sum_weight (op);
388
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 389 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
390 }
417 391
418 if (op->inv) 392 continue;
419 sum_weight (op);
420 393
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 394 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 395 return true;
426 op->head = prev, last_more->more = op, last_more = op; 396
397 default:
398 if (!f.parse_error ("map file"))
399 return false;
427 break; 400 break;
428 } 401 }
429 402
430 op = object::create (); 403 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 404 }
451#endif
452 405
453 return true; 406 return true;
454} 407}
455 408
456void 409void
457maptile::activate () 410maptile::activate ()
458{ 411{
412 active = true;
413
459 if (!spaces) 414 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 415 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 416 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 417 op->activate_recursive ();
465} 418}
466 419
467void 420void
468maptile::deactivate () 421maptile::deactivate ()
469{ 422{
423 active = false;
424
470 if (!spaces) 425 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 426 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 427 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 428 op->deactivate_recursive ();
476} 429}
477 430
478bool 431bool
479maptile::save_objects (object_freezer &freezer, int flags) 432maptile::_save_objects (object_freezer &f, int flags)
480{ 433{
434 coroapi::cede_to_tick ();
435
481 if (flags & IO_HEADER) 436 if (flags & IO_HEADER)
482 save_header (freezer); 437 _save_header (f);
483 438
484 if (!spaces) 439 if (!spaces)
485 return false; 440 return false;
486 441
487 for (int i = 0; i < size (); ++i) 442 for (int i = 0; i < size (); ++i)
496 continue; 451 continue;
497 452
498 if (unique || op->flag [FLAG_UNIQUE]) 453 if (unique || op->flag [FLAG_UNIQUE])
499 { 454 {
500 if (flags & IO_UNIQUES) 455 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 456 op->write (f);
502 } 457 }
503 else if (flags & IO_OBJECTS) 458 else if (flags & IO_OBJECTS)
504 save_object (freezer, op, 1); 459 op->write (f);
505 } 460 }
506 } 461 }
507 462
463 coroapi::cede_to_tick ();
464
508 return true; 465 return true;
509} 466}
510 467
511bool 468bool
512maptile::load_objects (const char *path, bool skip_header) 469maptile::_load_objects (const char *path, bool skip_header)
513{ 470{
514 object_thawer thawer (path); 471 object_thawer f (path);
515 472
516 if (!thawer) 473 if (!f)
517 return false; 474 return false;
475
476 f.next ();
518 477
519 if (skip_header) 478 if (skip_header)
520 for (;;) 479 for (;;)
521 { 480 {
522 keyword kw = thawer.get_kv (); 481 keyword kw = f.kw;
523 482 f.skip ();
524 if (kw == KW_end) 483 if (kw == KW_end)
525 break; 484 break;
526
527 thawer.skip_kv (kw);
528 } 485 }
529 486
530 return load_objects (thawer); 487 return _load_objects (f);
531} 488}
532 489
533bool 490bool
534maptile::save_objects (const char *path, int flags) 491maptile::_save_objects (const char *path, int flags)
535{ 492{
536 object_freezer freezer; 493 object_freezer freezer;
537 494
538 if (!save_objects (freezer, flags)) 495 if (!_save_objects (freezer, flags))
539 return false; 496 return false;
540 497
541 return freezer.save (path); 498 return freezer.save (path);
542} 499}
543 500
544maptile::maptile () 501maptile::maptile ()
545{ 502{
546 in_memory = MAP_SWAPPED; 503 in_memory = MAP_SWAPPED;
547 504
548 /* The maps used to pick up default x and y values from the 505 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 506 * map archetype. Mimic that behaviour.
550 */ 507 */
551 width = 16; 508 width = 16;
552 height = 16; 509 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 510 timeout = 300;
555 enter_x = 0; 511 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 512 max_volume = 2000000; // 2m³
557} 513}
558 514
559maptile::maptile (int w, int h) 515maptile::maptile (int w, int h)
560{ 516{
561 in_memory = MAP_SWAPPED; 517 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 663 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 664 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 665 * MSW 2001-07-01
710 */ 666 */
711bool 667bool
712maptile::load_header (object_thawer &thawer) 668maptile::_load_header (object_thawer &thawer)
713{ 669{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 670 for (;;)
719 { 671 {
720 keyword kw = thawer.get_kv (); 672 keyword kw = thawer.get_kv ();
721 673
722 switch (kw) 674 switch (kw)
723 { 675 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 676 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 677 thawer.get_ml (KW_endmsg, msg);
733 break; 678 break;
734 679
735 case KW_lore: // CF+ extension 680 case KW_lore: // CF+ extension
767 case KW_sky: thawer.get (sky); break; 712 case KW_sky: thawer.get (sky); break;
768 713
769 case KW_per_player: thawer.get (per_player); break; 714 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 715 case KW_per_party: thawer.get (per_party); break;
771 716
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 717 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 718 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 719
775 // old names new names 720 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 721 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 722 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 731 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 732 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 733 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 734 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 735
736 case KW_end:
737 return true;
738
791 default: 739 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 740 if (!thawer.parse_error ("map", 0))
741 return false;
793 break; 742 break;
794 } 743 }
795 } 744 }
796 745
797 abort (); 746 abort ();
798} 747}
799 748
800bool 749bool
801maptile::load_header (const char *path) 750maptile::_load_header (const char *path)
802{ 751{
803 object_thawer thawer (path); 752 object_thawer thawer (path);
804 753
805 if (!thawer) 754 if (!thawer)
806 return false; 755 return false;
807 756
808 return load_header (thawer); 757 return _load_header (thawer);
809} 758}
810 759
811/****************************************************************************** 760/******************************************************************************
812 * This is the start of unique map handling code 761 * This is the start of unique map handling code
813 *****************************************************************************/ 762 *****************************************************************************/
836 } 785 }
837 } 786 }
838} 787}
839 788
840bool 789bool
841maptile::save_header (object_freezer &freezer) 790maptile::_save_header (object_freezer &freezer)
842{ 791{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 792#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 793#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 794
846 MAP_OUT2 (arch, "map"); 795 MAP_OUT2 (arch, "map");
850 MAP_OUT (reset_time); 799 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 800 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 801 MAP_OUT (fixed_resettime);
853 MAP_OUT (difficulty); 802 MAP_OUT (difficulty);
854 803
855 if (region) MAP_OUT2 (region, region->name); 804 if (default_region) MAP_OUT2 (region, default_region->name);
856 805
857 if (shopitems) 806 if (shopitems)
858 { 807 {
859 char shop[MAX_BUF]; 808 char shop[MAX_BUF];
860 print_shop_string (this, shop); 809 print_shop_string (this, shop);
895 844
896 return true; 845 return true;
897} 846}
898 847
899bool 848bool
900maptile::save_header (const char *path) 849maptile::_save_header (const char *path)
901{ 850{
902 object_freezer freezer; 851 object_freezer freezer;
903 852
904 if (!save_header (freezer)) 853 if (!_save_header (freezer))
905 return false; 854 return false;
906 855
907 return freezer.save (path); 856 return freezer.save (path);
908} 857}
909 858
911 * Remove and free all objects in the given map. 860 * Remove and free all objects in the given map.
912 */ 861 */
913void 862void
914maptile::clear () 863maptile::clear ()
915{ 864{
865 sfree (regions, size ()), regions = 0;
866 free (regionmap), regionmap = 0;
867
916 if (!spaces) 868 if (spaces)
917 return; 869 {
918
919 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 870 for (mapspace *ms = spaces + size (); ms-- > spaces; )
920 while (object *op = ms->bot) 871 while (object *op = ms->bot)
921 { 872 {
922 if (op->head) 873 if (op->head)
923 op = op->head; 874 op = op->head;
924 875
925 op->destroy_inv (false); 876 op->destroy_inv (false);
926 op->destroy (); 877 op->destroy ();
927 } 878 }
928 879
929 sfree (spaces, size ()), spaces = 0; 880 sfree (spaces, size ()), spaces = 0;
881 }
930 882
931 if (buttons) 883 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0; 884 free_objectlinkpt (buttons), buttons = 0;
933} 885}
934 886
1088 */ 1040 */
1089void 1041void
1090mapspace::update_ () 1042mapspace::update_ ()
1091{ 1043{
1092 object *tmp, *last = 0; 1044 object *tmp, *last = 0;
1093 uint8 flags = 0, light = 0, anywhere = 0; 1045 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1094 New_Face *top, *floor, *middle;
1095 object *top_obj, *floor_obj, *middle_obj;
1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1046 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1097 1047
1098 middle = blank_face; 1048 //object *middle = 0;
1099 top = blank_face; 1049 //object *top = 0;
1100 floor = blank_face; 1050 //object *floor = 0;
1101 1051 // this seems to generate better code than using locals, above
1102 middle_obj = 0; 1052 object *&top = faces_obj[0] = 0;
1103 top_obj = 0; 1053 object *&middle = faces_obj[1] = 0;
1104 floor_obj = 0; 1054 object *&floor = faces_obj[2] = 0;
1105 1055
1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1056 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1107 { 1057 {
1108 /* This could be made additive I guess (two lights better than 1058 /* This could be made additive I guess (two lights better than
1109 * one). But if so, it shouldn't be a simple additive - 2 1059 * one). But if so, it shouldn't be a simple additive - 2
1122 * Always put the player down for drawing. 1072 * Always put the player down for drawing.
1123 */ 1073 */
1124 if (!tmp->invisible) 1074 if (!tmp->invisible)
1125 { 1075 {
1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1076 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127 {
1128 top = tmp->face;
1129 top_obj = tmp; 1077 top = tmp;
1130 }
1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1078 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 { 1079 {
1133 /* If we got a floor, that means middle and top were below it, 1080 /* If we got a floor, that means middle and top were below it,
1134 * so should not be visible, so we clear them. 1081 * so should not be visible, so we clear them.
1135 */ 1082 */
1136 middle = blank_face; 1083 middle = 0;
1137 top = blank_face; 1084 top = 0;
1138 floor = tmp->face;
1139 floor_obj = tmp; 1085 floor = tmp;
1140 } 1086 }
1141 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1088 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 { 1089 {
1144 middle = tmp->face;
1145
1146 middle_obj = tmp; 1090 middle = tmp;
1147 anywhere = 1; 1091 anywhere = 1;
1148 } 1092 }
1149 /* Find the highest visible face around. If equal 1093 /* Find the highest visible face around. If equal
1150 * visibilities, we still want the one nearer to the 1094 * visibilities, we still want the one nearer to the
1151 * top 1095 * top
1152 */ 1096 */
1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1097 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1154 {
1155 middle = tmp->face;
1156 middle_obj = tmp; 1098 middle = tmp;
1157 }
1158 } 1099 }
1159 1100
1160 if (tmp == tmp->above) 1101 if (tmp == tmp->above)
1161 { 1102 {
1162 LOG (llevError, "Error in structure of map\n"); 1103 LOG (llevError, "Error in structure of map\n");
1197 * middle face. This should not happen, as we already have the 1138 * middle face. This should not happen, as we already have the
1198 * else statement above so middle should not get set. OTOH, it 1139 * else statement above so middle should not get set. OTOH, it
1199 * may be possible for the faces to match but be different objects. 1140 * may be possible for the faces to match but be different objects.
1200 */ 1141 */
1201 if (top == middle) 1142 if (top == middle)
1202 middle = blank_face; 1143 middle = 0;
1203 1144
1204 /* There are three posibilities at this point: 1145 /* There are three posibilities at this point:
1205 * 1) top face is set, need middle to be set. 1146 * 1) top face is set, need middle to be set.
1206 * 2) middle is set, need to set top. 1147 * 2) middle is set, need to set top.
1207 * 3) neither middle or top is set - need to set both. 1148 * 3) neither middle or top is set - need to set both.
1212 /* Once we get to a floor, stop, since we already have a floor object */ 1153 /* Once we get to a floor, stop, since we already have a floor object */
1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1154 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break; 1155 break;
1215 1156
1216 /* If two top faces are already set, quit processing */ 1157 /* If two top faces are already set, quit processing */
1217 if ((top != blank_face) && (middle != blank_face)) 1158 if (top && middle)
1218 break; 1159 break;
1219 1160
1220 /* Only show visible faces, unless its the editor - show all */ 1161 /* Only show visible faces */
1221 if (!tmp->invisible || editor) 1162 if (!tmp->invisible)
1222 { 1163 {
1223 /* Fill in top if needed */ 1164 /* Fill in top if needed */
1224 if (top == blank_face) 1165 if (!top)
1225 { 1166 {
1226 top = tmp->face;
1227 top_obj = tmp; 1167 top = tmp;
1228 if (top == middle) 1168 if (top == middle)
1229 middle = blank_face; 1169 middle = 0;
1230 } 1170 }
1231 else 1171 else
1232 { 1172 {
1233 /* top is already set - we should only get here if 1173 /* top is already set - we should only get here if
1234 * middle is not set 1174 * middle is not set
1235 * 1175 *
1236 * Set the middle face and break out, since there is nothing 1176 * Set the middle face and break out, since there is nothing
1237 * more to fill in. We don't check visiblity here, since 1177 * more to fill in. We don't check visiblity here, since
1238 * 1178 *
1239 */ 1179 */
1240 if (tmp->face != top) 1180 if (tmp != top)
1241 { 1181 {
1242 middle = tmp->face;
1243 middle_obj = tmp; 1182 middle = tmp;
1244 break; 1183 break;
1245 } 1184 }
1246 } 1185 }
1247 } 1186 }
1248 } 1187 }
1249 1188
1250 if (middle == floor) 1189 if (middle == floor)
1251 middle = blank_face; 1190 middle = 0;
1252 1191
1253 if (top == middle) 1192 if (top == middle)
1254 middle = blank_face; 1193 middle = 0;
1255 1194
1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1195#if 0
1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1196 faces_obj [0] = top;
1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1197 faces_obj [1] = middle;
1198 faces_obj [2] = floor;
1199#endif
1259} 1200}
1260 1201
1202uint64
1203mapspace::volume () const
1204{
1205 uint64 vol = 0;
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
1261/* this updates the orig_map->tile_map[tile_num] value after loading 1213/* this updates the orig_map->tile_map[tile_num] value after finding
1262 * the map. It also takes care of linking back the freshly loaded 1214 * the map. It also takes care of linking back the freshly found
1263 * maps tile_map values if it tiles back to this one. It returns 1215 * maps tile_map values if it tiles back to this one. It returns
1264 * the value of orig_map->tile_map[tile_num]. It really only does this 1216 * the value of orig_map->tile_map[tile_num].
1265 * so that it is easier for calling functions to verify success.
1266 */ 1217 */
1267static maptile * 1218static inline maptile *
1268load_and_link_tiled_map (maptile *orig_map, int tile_num) 1219find_and_link (maptile *orig_map, int tile_num)
1269{ 1220{
1221 maptile *mp = orig_map->tile_map [tile_num];
1222
1223 if (!mp)
1224 {
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1225 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1271 1226
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1227 if (!mp)
1273 { 1228 {
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1229 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1230 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1276 &orig_map->tile_path[tile_num], &orig_map->path); 1231 &orig_map->tile_path[tile_num], &orig_map->path);
1277 mp = new maptile (1, 1); 1232 mp = new maptile (1, 1);
1278 mp->alloc (); 1233 mp->alloc ();
1279 mp->in_memory = MAP_IN_MEMORY; 1234 mp->in_memory = MAP_IN_MEMORY;
1235 }
1280 } 1236 }
1281 1237
1282 int dest_tile = (tile_num + 2) % 4; 1238 int dest_tile = (tile_num + 2) % 4;
1283 1239
1284 orig_map->tile_map[tile_num] = mp; 1240 orig_map->tile_map [tile_num] = mp;
1285 1241
1286 // optimisation: back-link map to origin map if euclidean 1242 // optimisation: back-link map to origin map if euclidean
1287 //TODO: non-euclidean maps MUST GO 1243 //TODO: non-euclidean maps MUST GO
1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1244 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1245 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1290 1246
1291 return mp; 1247 return mp;
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 ();
1292} 1254}
1293 1255
1294/* this returns TRUE if the coordinates (x,y) are out of 1256/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1257 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1258 * tiling considerations, loading adjacant maps as needed.
1313 { 1275 {
1314 if (!m->tile_path[3]) 1276 if (!m->tile_path[3])
1315 return 1; 1277 return 1;
1316 1278
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1279 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3); 1280 find_and_link (m, 3);
1319 1281
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1282 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1283 }
1322 1284
1323 if (x >= m->width) 1285 if (x >= m->width)
1324 { 1286 {
1325 if (!m->tile_path[1]) 1287 if (!m->tile_path[1])
1326 return 1; 1288 return 1;
1327 1289
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1290 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1); 1291 find_and_link (m, 1);
1330 1292
1331 return out_of_map (m->tile_map[1], x - m->width, y); 1293 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1294 }
1333 1295
1334 if (y < 0) 1296 if (y < 0)
1335 { 1297 {
1336 if (!m->tile_path[0]) 1298 if (!m->tile_path[0])
1337 return 1; 1299 return 1;
1338 1300
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1301 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0); 1302 find_and_link (m, 0);
1341 1303
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1304 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1305 }
1344 1306
1345 if (y >= m->height) 1307 if (y >= m->height)
1346 { 1308 {
1347 if (!m->tile_path[2]) 1309 if (!m->tile_path[2])
1348 return 1; 1310 return 1;
1349 1311
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1312 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2); 1313 find_and_link (m, 2);
1352 1314
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1315 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1316 }
1355 1317
1356 /* Simple case - coordinates are within this local 1318 /* Simple case - coordinates are within this local
1361 1323
1362/* This is basically the same as out_of_map above, but 1324/* This is basically the same as out_of_map above, but
1363 * instead we return NULL if no map is valid (coordinates 1325 * instead we return NULL if no map is valid (coordinates
1364 * out of bounds and no tiled map), otherwise it returns 1326 * out of bounds and no tiled map), otherwise it returns
1365 * the map as that the coordinates are really on, and 1327 * the map as that the coordinates are really on, and
1366 * updates x and y to be the localized coordinates. 1328 * updates x and y to be the localised coordinates.
1367 * Using this is more efficient of calling out_of_map 1329 * Using this is more efficient of calling out_of_map
1368 * and then figuring out what the real map is 1330 * and then figuring out what the real map is
1369 */ 1331 */
1370maptile * 1332maptile *
1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1333maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1334{
1373 if (*x < 0) 1335 if (x < 0)
1374 { 1336 {
1375 if (!m->tile_path[3]) 1337 if (!tile_path[3])
1376 return 0; 1338 return 0;
1377 1339
1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) 1340 find_and_link (this, 3);
1379 load_and_link_tiled_map (m, 3);
1380
1381 *x += m->tile_map[3]->width; 1341 x += tile_map[3]->width;
1382 return (get_map_from_coord (m->tile_map[3], x, y)); 1342 return tile_map[3]->xy_find (x, y);
1383 } 1343 }
1384 1344
1385 if (*x >= m->width) 1345 if (x >= width)
1386 { 1346 {
1387 if (!m->tile_path[1]) 1347 if (!tile_path[1])
1388 return 0; 1348 return 0;
1389 1349
1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) 1350 find_and_link (this, 1);
1391 load_and_link_tiled_map (m, 1);
1392
1393 *x -= m->width; 1351 x -= width;
1394 return (get_map_from_coord (m->tile_map[1], x, y)); 1352 return tile_map[1]->xy_find (x, y);
1395 } 1353 }
1396 1354
1397 if (*y < 0) 1355 if (y < 0)
1398 { 1356 {
1399 if (!m->tile_path[0]) 1357 if (!tile_path[0])
1400 return 0; 1358 return 0;
1401 1359
1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) 1360 find_and_link (this, 0);
1403 load_and_link_tiled_map (m, 0);
1404
1405 *y += m->tile_map[0]->height; 1361 y += tile_map[0]->height;
1406 return (get_map_from_coord (m->tile_map[0], x, y)); 1362 return tile_map[0]->xy_find (x, y);
1407 } 1363 }
1408 1364
1409 if (*y >= m->height) 1365 if (y >= height)
1410 { 1366 {
1411 if (!m->tile_path[2]) 1367 if (!tile_path[2])
1412 return 0; 1368 return 0;
1413 1369
1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) 1370 find_and_link (this, 2);
1415 load_and_link_tiled_map (m, 2);
1416
1417 *y -= m->height; 1371 y -= height;
1418 return (get_map_from_coord (m->tile_map[2], x, y)); 1372 return tile_map[2]->xy_find (x, y);
1419 } 1373 }
1420 1374
1421 /* Simple case - coordinates are within this local 1375 /* Simple case - coordinates are within this local
1422 * map. 1376 * map.
1423 */ 1377 */
1424 return m; 1378 return this;
1425} 1379}
1426 1380
1427/** 1381/**
1428 * Return whether map2 is adjacent to map1. If so, store the distance from 1382 * Return whether map2 is adjacent to map1. If so, store the distance from
1429 * map1 to map2 in dx/dy. 1383 * map1 to map2 in dx/dy.
1430 */ 1384 */
1431static int 1385int
1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1386adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{ 1387{
1434 if (!map1 || !map2) 1388 if (!map1 || !map2)
1435 return 0; 1389 return 0;
1436 1390
1391 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded
1392 //fix: compare paths instead (this is likely faster, too!)
1437 if (map1 == map2) 1393 if (map1 == map2)
1438 { 1394 {
1439 *dx = 0; 1395 *dx = 0;
1440 *dy = 0; 1396 *dy = 0;
1441 } 1397 }
1501 } 1457 }
1502 else 1458 else
1503 return 0; 1459 return 0;
1504 1460
1505 return 1; 1461 return 1;
1462}
1463
1464maptile *
1465maptile::xy_load (sint16 &x, sint16 &y)
1466{
1467 maptile *map = xy_find (x, y);
1468
1469 if (map)
1470 map->load_sync ();
1471
1472 return map;
1473}
1474
1475maptile *
1476get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1477{
1478 return m->xy_load (*x, *y);
1506} 1479}
1507 1480
1508/* From map.c 1481/* From map.c
1509 * This is used by get_player to determine where the other 1482 * This is used by get_player to determine where the other
1510 * creature is. get_rangevector takes into account map tiling, 1483 * creature is. get_rangevector takes into account map tiling,
1511 * so you just can not look the the map coordinates and get the 1484 * so you just can not look the the map coordinates and get the
1512 * righte value. distance_x/y are distance away, which 1485 * righte value. distance_x/y are distance away, which
1513 * can be negativbe. direction is the crossfire direction scheme 1486 * can be negative. direction is the crossfire direction scheme
1514 * that the creature should head. part is the part of the 1487 * that the creature should head. part is the part of the
1515 * monster that is closest. 1488 * monster that is closest.
1516 * 1489 *
1517 * get_rangevector looks at op1 and op2, and fills in the 1490 * get_rangevector looks at op1 and op2, and fills in the
1518 * structure for op1 to get to op2. 1491 * structure for op1 to get to op2.
1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1502get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{ 1503{
1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1504 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 { 1505 {
1533 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1534 retval->distance = 100000; 1507 retval->distance = 10000;
1535 retval->distance_x = 32767; 1508 retval->distance_x = 10000;
1536 retval->distance_y = 32767; 1509 retval->distance_y = 10000;
1537 retval->direction = 0; 1510 retval->direction = 0;
1538 retval->part = 0; 1511 retval->part = 0;
1539 } 1512 }
1540 else 1513 else
1541 { 1514 {
1546 1519
1547 best = op1; 1520 best = op1;
1548 /* If this is multipart, find the closest part now */ 1521 /* If this is multipart, find the closest part now */
1549 if (!(flags & 0x1) && op1->more) 1522 if (!(flags & 0x1) && op1->more)
1550 { 1523 {
1551 object *tmp;
1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1524 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1553 1525
1554 /* we just take the offset of the piece to head to figure 1526 /* we just take the offset of the piece to head to figure
1555 * distance instead of doing all that work above again 1527 * distance instead of doing all that work above again
1556 * since the distance fields we set above are positive in the 1528 * since the distance fields we set above are positive in the
1557 * same axis as is used for multipart objects, the simply arithmetic 1529 * same axis as is used for multipart objects, the simply arithmetic
1558 * below works. 1530 * below works.
1559 */ 1531 */
1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1532 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1561 { 1533 {
1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1534 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1535 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1564 if (tmpi < best_distance) 1536 if (tmpi < best_distance)
1565 { 1537 {
1566 best_distance = tmpi; 1538 best_distance = tmpi;
1567 best = tmp; 1539 best = tmp;
1568 } 1540 }
1569 } 1541 }
1542
1570 if (best != op1) 1543 if (best != op1)
1571 { 1544 {
1572 retval->distance_x += op1->x - best->x; 1545 retval->distance_x += op1->x - best->x;
1573 retval->distance_y += op1->y - best->y; 1546 retval->distance_y += op1->y - best->y;
1574 } 1547 }
1575 } 1548 }
1549
1576 retval->part = best; 1550 retval->part = best;
1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1551 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1552 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1579 } 1553 }
1580} 1554}
1581 1555
1582/* this is basically the same as get_rangevector above, but instead of 1556/* this is basically the same as get_rangevector above, but instead of
1587 * flags has no meaning for this function at this time - I kept it in to 1561 * flags has no meaning for this function at this time - I kept it in to
1588 * be more consistant with the above function and also in case they are needed 1562 * be more consistant with the above function and also in case they are needed
1589 * for something in the future. Also, since no object is pasted, the best 1563 * for something in the future. Also, since no object is pasted, the best
1590 * field of the rv_vector is set to NULL. 1564 * field of the rv_vector is set to NULL.
1591 */ 1565 */
1592
1593void 1566void
1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1567get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1595{ 1568{
1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1569 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 { 1570 {
1598 /* be conservative and fill in _some_ data */ 1571 /* be conservative and fill in _some_ data */
1599 retval->distance = 100000; 1572 retval->distance = 100000;
1606 { 1579 {
1607 retval->distance_x += op2->x - x; 1580 retval->distance_x += op2->x - x;
1608 retval->distance_y += op2->y - y; 1581 retval->distance_y += op2->y - y;
1609 1582
1610 retval->part = NULL; 1583 retval->part = NULL;
1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1584 retval->distance = idistance (retval->distance_x, retval->distance_y);
1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1585 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1613 } 1586 }
1614} 1587}
1615 1588
1616/* Returns true of op1 and op2 are effectively on the same map 1589/* Returns true of op1 and op2 are effectively on the same map
1636 op->remove (); 1609 op->remove ();
1637 1610
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1611 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639} 1612}
1640 1613
1614region *
1615maptile::region (int x, int y) const
1616{
1617 if (regions
1618 && regionmap
1619 && !OUT_OF_REAL_MAP (this, x, y))
1620 if (struct region *reg = regionmap [regions [y * width + x]])
1621 return reg;
1622
1623 if (default_region)
1624 return default_region;
1625
1626 return ::region::default_region ();
1627}
1628
1629/* 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 */
1633object *
1634maptile::pick_random_object () const
1635{
1636 /* while returning a null object will result in a crash, that
1637 * is actually preferable to an infinite loop. That is because
1638 * most servers will automatically restart in case of crash.
1639 * Change the logic on getting the random space - shouldn't make
1640 * any difference, but this seems clearer to me.
1641 */
1642 for (int i = 1000; --i;)
1643 {
1644 object *pick = at (rndm (width), rndm (height)).bot;
1645
1646 // do not prefer big monsters just because they are big.
1647 if (pick && pick->head_ () == pick)
1648 return pick->head_ ();
1649 }
1650
1651 // instead of crashing in the unlikely(?) case, try to return *something*
1652 return get_archetype ("blocked");
1653}
1654

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