ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.104 by root, Fri May 18 00:09:16 2007 UTC vs.
Revision 1.177 by root, Wed Nov 11 23:27:56 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 32
48/* 33sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 34
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 73 * by the caller.
139 */ 74 */
140int 75int
141blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 77{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 79 * have already checked this.
148 */ 80 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 82 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 84 return 1;
153 } 85 }
154 86
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 88
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
161 91
162 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 94 * things we need to do for players.
165 */ 95 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 97 return 0;
168 98
169 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
181 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
185 */ 115 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 117 {
188 118 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 119 {
192 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
194 * pass through this space. 122 return 1;
195 */ 123 else
196 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
197 { 127 {
198 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
199 return 1; 132 return 1;
200 else 133 }
201 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
202 } 143 }
203 else 144 else
204 { 145 return 1; // unconditional block
205 /* In this case, the player must not have the object - 146
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 147 } else {
215 { 148 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
218 * movement, can't move here.
219 * second - if a monster, can't move there, unless it is a
220 * hidden dm
221 */
222 if (OB_MOVE_BLOCK (ob, tmp))
223 return 1;
224 151
225 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
226 && tmp->head_ () != ob 153 && tmp->head_ () != ob
227 && tmp != ob 154 && tmp != ob
228 && tmp->type != DOOR 155 && tmp->type != DOOR
229 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
230 return 1; 157 return 1;
231 } 158 }
232
233 } 159 }
160
234 return 0; 161 return 0;
235} 162}
236 163
237/* 164/*
238 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
239 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
240 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
241 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
242 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
243 * 170 *
244 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
245 * 172 *
246 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
247 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
258 * 185 *
259 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
260 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
261 * against the move_block values. 188 * against the move_block values.
262 */ 189 */
263int 190bool
264ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
265{ 192{
266 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
267 int flag;
268 maptile *m1;
269 sint16 sx, sy;
270
271 if (!ob)
272 {
273 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
274 if (flag & P_OUT_OF_MAP)
275 return P_OUT_OF_MAP;
276
277 /* don't have object, so don't know what types would block */
278 return m1->at (sx, sy).move_block;
279 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
280 196
281 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
282 { 198 return 1;
283 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
284 199
285 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
286 return P_OUT_OF_MAP; 201
287 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
288 return P_IS_ALIVE; 203 return 1;
289 204
290 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
291 206 * (signifying non-moving objects)
292 /* find_first_free_spot() calls this function. However, often
293 * ob doesn't have any move type (when used to place exits)
294 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
295 */ 208 */
296
297 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
298 continue; 210 continue;
299 211
300 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
301 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
302 */ 214 */
303 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
304 return P_NO_PASS; 216 return 1;
305 } 217 }
306 218
307 return 0; 219 return 0;
308} 220}
309 221
310/* When the map is loaded, load_object does not actually insert objects 222//-GPL
311 * into inventory, but just links them. What this does is go through
312 * and insert them properly.
313 * The object 'container' is the object that contains the inventory.
314 * This is needed so that we can update the containers weight.
315 */
316void
317fix_container (object *container)
318{
319 object *tmp = container->inv, *next;
320
321 container->inv = 0;
322 while (tmp)
323 {
324 next = tmp->below;
325 if (tmp->inv)
326 fix_container (tmp);
327
328 insert_ob_in_ob (tmp, container);
329 tmp = next;
330 }
331
332 /* sum_weight will go through and calculate what all the containers are
333 * carrying.
334 */
335 sum_weight (container);
336}
337 223
338void 224void
339maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
340{ 226{
341 if (!spaces) 227 if (!spaces)
343 229
344 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
345 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
346 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
347} 233}
234
235void
236maptile::post_load_original ()
237{
238 if (!spaces)
239 return;
240
241 set_object_flag (FLAG_OBJ_ORIGINAL);
242
243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
259}
260
261//+GPL
348 262
349/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
350 * for objects whose arch says they are multipart yet according to the 264 * for objects whose arch says they are multipart yet according to the
351 * info we have, they only have the head (as would be expected when 265 * info we have, they only have the head (as would be expected when
352 * they are saved). 266 * they are saved).
356{ 270{
357 if (!spaces) 271 if (!spaces)
358 return; 272 return;
359 273
360 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
361 for (object *op = ms->bot; op; op = op->above) 275 {
276 object *op = ms->bot;
277 while (op)
362 { 278 {
363 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
364 if (op->head_ () == op && !op->more && op->arch->more) 280 if (op->head_ () == op && !op->more && op->arch->more)
365 { 281 {
366 op->remove (); 282 op->remove ();
367 op->expand_tail (); 283 op->expand_tail ();
284
285 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
286 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
287 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 288 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
289
290 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
291 // so we have to reset the iteration through the mapspace
369 } 292 }
293 else
294 op = op->above;
370 } 295 }
296 }
371} 297}
298
299//-GPL
372 300
373/* 301/*
374 * Loads (ands parses) the objects into a given map from the specified 302 * Loads (ands parses) the objects into a given map from the specified
375 * file pointer. 303 * file pointer.
376 */ 304 */
377bool 305bool
378maptile::_load_objects (object_thawer &f) 306maptile::_load_objects (object_thawer &f)
379{ 307{
380 for (;;) 308 for (;;)
381 { 309 {
382 coroapi::cede_to_tick_every (100); // cede once in a while 310 coroapi::cede_to_tick (); // cede once in a while
383 311
384 switch (f.kw) 312 switch (f.kw)
385 { 313 {
386 case KW_arch: 314 case KW_arch:
387 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
388 { 316 {
317 // TODO: why?
389 if (op->inv) 318 if (op->inv)
390 sum_weight (op); 319 op->update_weight ();
391 320
392 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
393 } 344 }
394 345
395 continue; 346 continue;
396 347
397 case KW_EOF: 348 case KW_EOF:
410} 361}
411 362
412void 363void
413maptile::activate () 364maptile::activate ()
414{ 365{
415 active = true;
416
417 if (spaces) 366 if (spaces)
418 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
419 for (object *op = ms->bot; op; op = op->above) 368 for (object *op = ms->bot; op; op = op->above)
420 op->activate_recursive (); 369 op->activate_recursive ();
421} 370}
422 371
423void 372void
424maptile::deactivate () 373maptile::deactivate ()
425{ 374{
426 active = false;
427
428 if (spaces) 375 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
431 op->deactivate_recursive (); 378 op->deactivate_recursive ();
432} 379}
442 if (!spaces) 389 if (!spaces)
443 return false; 390 return false;
444 391
445 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
446 { 393 {
447 int unique = 0; 394 bool unique = 0;
395
448 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
449 { 397 {
450 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
451 unique = 1;
452 399
453 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
454 continue; 401 continue;
455 402
456 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
457 { 404 {
458 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
459 op->write (f); 406 op->write (f);
460 } 407 }
461 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
462 op->write (f); 409 op->write (f);
463 } 410 }
464 } 411 }
465 412
466 coroapi::cede_to_tick (); 413 coroapi::cede_to_tick ();
467 414
468 return true; 415 return true;
469}
470
471bool
472maptile::_load_objects (const char *path, bool skip_header)
473{
474 object_thawer f (path);
475
476 if (!f)
477 return false;
478
479 f.next ();
480
481 if (skip_header)
482 for (;;)
483 {
484 keyword kw = f.kw;
485 f.skip ();
486 if (kw == KW_end)
487 break;
488 }
489
490 return _load_objects (f);
491} 416}
492 417
493bool 418bool
494maptile::_save_objects (const char *path, int flags) 419maptile::_save_objects (const char *path, int flags)
495{ 420{
509 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
510 */ 435 */
511 width = 16; 436 width = 16;
512 height = 16; 437 height = 16;
513 timeout = 300; 438 timeout = 300;
514 max_nrof = 1000; // 1000 items of anything 439 max_items = MAX_ITEM_PER_ACTION;
515 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
516} 441}
517 442
518maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
519{ 444{
540 if (spaces) 465 if (spaces)
541 return; 466 return;
542 467
543 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
544} 469}
470
471//+GPL
545 472
546/* Takes a string from a map definition and outputs a pointer to the array of shopitems 473/* Takes a string from a map definition and outputs a pointer to the array of shopitems
547 * corresponding to that string. Memory is allocated for this, it must be freed 474 * corresponding to that string. Memory is allocated for this, it must be freed
548 * at a later date. 475 * at a later date.
549 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
626 return items; 553 return items;
627} 554}
628 555
629/* opposite of parse string, this puts the string that was originally fed in to 556/* opposite of parse string, this puts the string that was originally fed in to
630 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
631static void 558static const char *
632print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
633{ 560{
634 int i; 561 static dynbuf_text buf; buf.clear ();
635 char tmp[MAX_BUF];
636 562
637 strcpy (output_string, "");
638 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
639 { 564 {
640 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
641 { 566 {
642 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
643 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 568 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
644 else 569 else
645 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
646 } 571 }
647 else 572 else
648 { 573 {
649 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
650 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
651 else 576 else
652 sprintf (tmp, "*"); 577 buf.printf ("*");
653 } 578 }
654
655 strcat (output_string, tmp);
656 } 579 }
580
581 return buf;
657} 582}
583
584//-GPL
658 585
659/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
660 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
661 * this used to be stored in the map object, but with the 588 * this used to be stored in the map object, but with the
662 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
670bool 597bool
671maptile::_load_header (object_thawer &thawer) 598maptile::_load_header (object_thawer &thawer)
672{ 599{
673 for (;;) 600 for (;;)
674 { 601 {
675 keyword kw = thawer.get_kv ();
676
677 switch (kw) 602 switch (thawer.kw)
678 { 603 {
679 case KW_msg: 604 case KW_msg:
680 thawer.get_ml (KW_endmsg, msg); 605 thawer.get_ml (KW_endmsg, msg);
681 break; 606 break;
682 607
714 case KW_winddir: thawer.get (winddir); break; 639 case KW_winddir: thawer.get (winddir); break;
715 case KW_sky: thawer.get (sky); break; 640 case KW_sky: thawer.get (sky); break;
716 641
717 case KW_per_player: thawer.get (per_player); break; 642 case KW_per_player: thawer.get (per_player); break;
718 case KW_per_party: thawer.get (per_party); break; 643 case KW_per_party: thawer.get (per_party); break;
644 case KW_no_reset: thawer.get (no_reset); break;
645 case KW_no_drop: thawer.get (no_drop); break;
719 646
720 case KW_region: default_region = region::find (thawer.get_str ()); break; 647 case KW_region: default_region = region::find (thawer.get_str ()); break;
721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
722 649
723 // old names new names 650 // old names new names
734 case KW_tile_path_1: thawer.get (tile_path [0]); break; 661 case KW_tile_path_1: thawer.get (tile_path [0]); break;
735 case KW_tile_path_2: thawer.get (tile_path [1]); break; 662 case KW_tile_path_2: thawer.get (tile_path [1]); break;
736 case KW_tile_path_3: thawer.get (tile_path [2]); break; 663 case KW_tile_path_3: thawer.get (tile_path [2]); break;
737 case KW_tile_path_4: thawer.get (tile_path [3]); break; 664 case KW_tile_path_4: thawer.get (tile_path [3]); break;
738 665
666 case KW_ERROR:
667 set_key_text (thawer.kw_str, thawer.value);
668 break;
669
739 case KW_end: 670 case KW_end:
671 thawer.next ();
740 return true; 672 return true;
741 673
742 default: 674 default:
743 if (!thawer.parse_error ("map", 0)) 675 if (!thawer.parse_error ("map", 0))
744 return false; 676 return false;
745 break; 677 break;
746 } 678 }
679
680 thawer.next ();
747 } 681 }
748 682
749 abort (); 683 abort ();
750} 684}
751 685
752bool 686//+GPL
753maptile::_load_header (const char *path)
754{
755 object_thawer thawer (path);
756
757 if (!thawer)
758 return false;
759
760 return _load_header (thawer);
761}
762 687
763/****************************************************************************** 688/******************************************************************************
764 * This is the start of unique map handling code 689 * This is the start of unique map handling code
765 *****************************************************************************/ 690 *****************************************************************************/
766 691
777 702
778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
779 unique = 1; 704 unique = 1;
780 705
781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
782 {
783 op->destroy_inv (false);
784 op->destroy (); 707 op->destroy ();
785 }
786 708
787 op = above; 709 op = above;
788 } 710 }
789 } 711 }
790} 712}
791 713
714//-GPL
715
792bool 716bool
793maptile::_save_header (object_freezer &freezer) 717maptile::_save_header (object_freezer &freezer)
794{ 718{
795#define MAP_OUT(k) freezer.put (KW_ ## k, k) 719#define MAP_OUT(k) freezer.put (KW(k), k)
796#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 720#define MAP_OUT2(k,v) freezer.put (KW(k), v)
797 721
798 MAP_OUT2 (arch, "map"); 722 MAP_OUT2 (arch, CS(map));
799 723
800 if (name) MAP_OUT (name); 724 if (name) MAP_OUT (name);
801 MAP_OUT (swap_time); 725 MAP_OUT (swap_time);
802 MAP_OUT (reset_time); 726 MAP_OUT (reset_time);
803 MAP_OUT (reset_timeout); 727 MAP_OUT (reset_timeout);
804 MAP_OUT (fixed_resettime); 728 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
805 MAP_OUT (difficulty); 731 MAP_OUT (difficulty);
806
807 if (default_region) MAP_OUT2 (region, default_region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
808 733
809 if (shopitems) 734 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
810 {
811 char shop[MAX_BUF];
812 print_shop_string (this, shop);
813 MAP_OUT2 (shopitems, shop);
814 }
815
816 MAP_OUT (shopgreed); 735 MAP_OUT (shopgreed);
817 MAP_OUT (shopmin); 736 MAP_OUT (shopmin);
818 MAP_OUT (shopmax); 737 MAP_OUT (shopmax);
819 if (shoprace) MAP_OUT (shoprace); 738 if (shoprace) MAP_OUT (shoprace);
739
820 MAP_OUT (darkness); 740 MAP_OUT (darkness);
821 MAP_OUT (width); 741 MAP_OUT (width);
822 MAP_OUT (height); 742 MAP_OUT (height);
823 MAP_OUT (enter_x); 743 MAP_OUT (enter_x);
824 MAP_OUT (enter_y); 744 MAP_OUT (enter_y);
825 745
826 if (msg) freezer.put (KW_msg , KW_endmsg , msg); 746 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
827 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore); 747 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
828 748
829 MAP_OUT (outdoor); 749 MAP_OUT (outdoor);
830 MAP_OUT (temp); 750 MAP_OUT (temp);
831 MAP_OUT (pressure); 751 MAP_OUT (pressure);
832 MAP_OUT (humid); 752 MAP_OUT (humid);
841 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
842 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
843 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
844 764
845 freezer.put (this); 765 freezer.put (this);
846 freezer.put (KW_end); 766 freezer.put (KW(end));
847 767
848 return true; 768 return true;
849} 769}
850 770
851bool 771bool
857 return false; 777 return false;
858 778
859 return freezer.save (path); 779 return freezer.save (path);
860} 780}
861 781
782//+GPL
783
862/* 784/*
863 * Remove and free all objects in the given map. 785 * Remove and free all objects in the given map.
864 */ 786 */
865void 787void
866maptile::clear () 788maptile::clear ()
867{ 789{
868 sfree (regions, size ()), regions = 0;
869 free (regionmap), regionmap = 0;
870
871 if (spaces) 790 if (spaces)
872 { 791 {
873 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 792 for (mapspace *ms = spaces + size (); ms-- > spaces; )
874 while (object *op = ms->bot) 793 while (object *op = ms->bot)
875 { 794 {
795 // manually remove, as to not trigger anything
796 if (ms->bot = op->above)
797 ms->bot->below = 0;
798
799 op->flag [FLAG_REMOVED] = true;
800
876 op = op->head_ (); 801 object *head = op->head_ ();
877 op->destroy_inv (false); 802 if (op == head)
878 op->destroy (); 803 op->destroy ();
804 else if (head->map != op->map)
805 {
806 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
807 head->destroy ();
808 }
879 } 809 }
880 810
881 sfree (spaces, size ()), spaces = 0; 811 sfree0 (spaces, size ());
882 } 812 }
883 813
884 if (buttons) 814 if (buttons)
885 free_objectlinkpt (buttons), buttons = 0; 815 free_objectlinkpt (buttons), buttons = 0;
816
817 sfree0 (regions, size ());
818 delete [] regionmap; regionmap = 0;
886} 819}
887 820
888void 821void
889maptile::clear_header () 822maptile::clear_header ()
890{ 823{
922 attachable::do_destroy (); 855 attachable::do_destroy ();
923 856
924 clear (); 857 clear ();
925} 858}
926 859
927/* 860/* decay and destroy perishable items in a map */
928 * Updates every button on the map (by calling update_button() for them).
929 */
930void 861void
931maptile::update_buttons () 862maptile::do_decay_objects ()
932{ 863{
933 for (oblinkpt *obp = buttons; obp; obp = obp->next) 864 if (!spaces)
934 for (objectlink *ol = obp->link; ol; ol = ol->next) 865 return;
866
867 for (mapspace *ms = spaces + size (); ms-- > spaces; )
868 for (object *above, *op = ms->bot; op; op = above)
935 { 869 {
936 if (!ol->ob) 870 above = op->above;
871
872 bool destroy = 0;
873
874 // do not decay anything above unique floor tiles (yet :)
875 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
876 break;
877
878 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
879 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
880 || QUERY_FLAG (op, FLAG_UNIQUE)
881 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
882 || QUERY_FLAG (op, FLAG_UNPAID)
883 || op->is_alive ())
884 ; // do not decay
885 else if (op->is_weapon ())
937 { 886 {
938 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 887 op->stats.dam--;
939 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 888 if (op->stats.dam < 0)
940 continue; 889 destroy = 1;
941 } 890 }
942 891 else if (op->is_armor ())
943 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
944 { 892 {
945 update_button (ol->ob); 893 op->stats.ac--;
946 break; 894 if (op->stats.ac < 0)
895 destroy = 1;
947 } 896 }
897 else if (op->type == FOOD)
898 {
899 op->stats.food -= rndm (5, 20);
900 if (op->stats.food < 0)
901 destroy = 1;
902 }
903 else
904 {
905 int mat = op->materials;
906
907 if (mat & M_PAPER
908 || mat & M_LEATHER
909 || mat & M_WOOD
910 || mat & M_ORGANIC
911 || mat & M_CLOTH
912 || mat & M_LIQUID
913 || (mat & M_IRON && rndm (1, 5) == 1)
914 || (mat & M_GLASS && rndm (1, 2) == 1)
915 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
916 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
917 || (mat & M_ICE && temp > 32))
918 destroy = 1;
919 }
920
921 /* adjust overall chance below */
922 if (destroy && rndm (0, 1))
923 op->destroy ();
948 } 924 }
949} 925}
950 926
951/* 927/*
952 * This routine is supposed to find out the difficulty of the map. 928 * This routine is supposed to find out the difficulty of the map.
953 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
954 * but does have a lot to do with treasure on the map. 930 * but does have a lot to do with treasure on the map.
955 * 931 *
956 * Difficulty can now be set by the map creature. If the value stored 932 * Difficulty can now be set by the map creator. If the value stored
957 * in the map is zero, then use this routine. Maps should really 933 * in the map is zero, then use this routine. Maps should really
958 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
959 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
960 */ 936 */
961int 937int
962maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
963{ 939{
964 long monster_cnt = 0; 940 long monster_cnt = 0;
976 952
977 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
978 { 954 {
979 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
980 956
981 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 957 if (archetype *at = op->other_arch)
958 {
982 total_exp += at->clone.stats.exp * 8; 959 total_exp += at->stats.exp * 8;
983
984 monster_cnt++; 960 monster_cnt++;
961 }
962
963 for (object *inv = op->inv; inv; inv = inv->below)
964 {
965 total_exp += op->stats.exp * 8;
966 monster_cnt++;
967 }
985 } 968 }
986 } 969 }
987 970
988 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
989 972
1002 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1003 */ 986 */
1004int 987int
1005maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1006{ 989{
1007 int new_level = darkness + change;
1008
1009 /* Nothing to do */ 990 /* Nothing to do */
1010 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1011 return 0; 992 return 0;
1012 993
1013 /* inform all players on the map */ 994 /* inform all players on the map */
1014 if (change > 0) 995 if (change > 0)
1015 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1016 else 997 else
1017 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1018 999
1019 /* Do extra checking. since darkness is a unsigned value, 1000 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1020 * we need to be extra careful about negative values.
1021 * In general, the checks below are only needed if change
1022 * is not +/-1
1023 */
1024 if (new_level < 0)
1025 darkness = 0;
1026 else if (new_level >= MAX_DARKNESS)
1027 darkness = MAX_DARKNESS;
1028 else
1029 darkness = new_level;
1030 1001
1031 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1032 update_all_map_los (this); 1003 update_all_map_los (this);
1004
1033 return 1; 1005 return 1;
1034} 1006}
1035 1007
1036/* 1008/*
1037 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1040 * through, etc) 1012 * through, etc)
1041 */ 1013 */
1042void 1014void
1043mapspace::update_ () 1015mapspace::update_ ()
1044{ 1016{
1045 object *tmp, *last = 0; 1017 object *last = 0;
1046 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1047 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1021 uint64_t volume = 0;
1022 uint32_t items = 0;
1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1048 1025
1049 //object *middle = 0; 1026 //object *middle = 0;
1050 //object *top = 0; 1027 //object *top = 0;
1051 //object *floor = 0; 1028 //object *floor = 0;
1052 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1053 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1054 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1055 object *&floor = faces_obj[2] = 0; 1032 object *&floor = faces_obj[2] = 0;
1056 1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1057 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1058 { 1037 {
1059 /* This could be made additive I guess (two lights better than 1038 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1060 * one). But if so, it shouldn't be a simple additive - 2
1061 * light bulbs do not illuminate twice as far as once since
1062 * it is a dissapation factor that is cubed.
1063 */
1064 if (tmp->glow_radius > light)
1065 light = tmp->glow_radius; 1039 light += tmp->glow_radius;
1066 1040
1067 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1068 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1069 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1070 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1071 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1072 * 1046 *
1073 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1074 */ 1048 */
1075 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1076 { 1050 {
1077 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1078 top = tmp; 1052 top = tmp;
1079 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1080 { 1054 {
1081 /* If we got a floor, that means middle and top were below it, 1055 /* If we got a floor, that means middle and top were below it,
1082 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1083 */ 1057 */
1084 middle = 0; 1058 middle = 0;
1085 top = 0; 1059 top = 0;
1086 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1087 } 1063 }
1088 /* Flag anywhere have high priority */ 1064 else
1089 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1090 { 1065 {
1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1067 {
1068 ++items;
1069 volume += tmp->volume ();
1070 }
1071
1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 {
1082 middle_visibility = ::faces [tmp->face].visibility;
1091 middle = tmp; 1083 middle = tmp;
1092 anywhere = 1; 1084 }
1093 } 1085 }
1094 /* Find the highest visible face around. If equal
1095 * visibilities, we still want the one nearer to the
1096 * top
1097 */
1098 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1099 middle = tmp;
1100 }
1101
1102 if (tmp == tmp->above)
1103 {
1104 LOG (llevError, "Error in structure of map\n");
1105 exit (-1);
1106 } 1086 }
1107 1087
1108 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1109 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1110 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1111 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1112 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1113 1093
1114 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1115 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1116 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1117 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1118 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1119 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1120 } 1098 }
1121 1099
1122 this->light = light; 1100 // FLAG_SEE_ANYWHERE takes precedence
1101 if (anywhere)
1102 middle = anywhere;
1103
1104 // ORing all flags together and checking them here is much faster
1105 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1106 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1107 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1108 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1109
1110 this->light = min (light, MAX_LIGHT_RADIUS);
1123 this->flags_ = flags; 1111 this->flags_ = flags;
1124 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1125 this->move_on = move_on; 1113 this->move_on = move_on;
1126 this->move_off = move_off; 1114 this->move_off = move_off;
1127 this->move_slow = move_slow; 1115 this->move_slow = move_slow;
1116 this->volume_ = (volume + 1023) / 1024;
1117 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1128 1118
1129 /* At this point, we have a floor face (if there is a floor), 1119 /* At this point, we have a floor face (if there is a floor),
1130 * and the floor is set - we are not going to touch it at 1120 * and the floor is set - we are not going to touch it at
1131 * this point. 1121 * this point.
1132 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1147 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1148 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1149 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1150 */ 1140 */
1151 1141
1152 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1153 { 1143 {
1154 /* Once we get to a floor, stop, since we already have a floor object */ 1144 /* Once we get to a floor, stop, since we already have a floor object */
1155 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1156 break; 1146 break;
1157 1147
1198 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1199 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1200#endif 1190#endif
1201} 1191}
1202 1192
1203uint64 1193maptile *
1204mapspace::volume () const 1194maptile::tile_available (int dir, bool load)
1205{ 1195{
1206 uint64 vol = 0; 1196 if (tile_path[dir])
1207
1208 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1209 vol += op->volume ();
1210
1211 return vol;
1212}
1213
1214/* this updates the orig_map->tile_map[tile_num] value after finding
1215 * the map. It also takes care of linking back the freshly found
1216 * maps tile_map values if it tiles back to this one. It returns
1217 * the value of orig_map->tile_map[tile_num].
1218 */
1219static inline maptile *
1220find_and_link (maptile *orig_map, int tile_num)
1221{
1222 maptile *mp = orig_map->tile_map [tile_num];
1223
1224 if (!mp)
1225 {
1226 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1227
1228 if (!mp)
1229 {
1230 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1231 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1232 &orig_map->tile_path[tile_num], &orig_map->path);
1233 mp = new maptile (1, 1);
1234 mp->alloc ();
1235 mp->in_memory = MAP_IN_MEMORY;
1236 }
1237 } 1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1238 1200
1239 int dest_tile = (tile_num + 2) % 4; 1201 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1202 return tile_map[dir];
1203 }
1240 1204
1241 orig_map->tile_map [tile_num] = mp;
1242
1243 // optimisation: back-link map to origin map if euclidean
1244 //TODO: non-euclidean maps MUST GO
1245 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1246 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1247
1248 return mp; 1205 return 0;
1249}
1250
1251static inline void
1252load_and_link (maptile *orig_map, int tile_num)
1253{
1254 find_and_link (orig_map, tile_num)->load_sync ();
1255} 1206}
1256 1207
1257/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1258 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
1259 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
1272 if (!m) 1223 if (!m)
1273 return 0; 1224 return 0;
1274 1225
1275 if (x < 0) 1226 if (x < 0)
1276 { 1227 {
1277 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
1278 return 1; 1229 return 1;
1279 1230
1280 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1281 find_and_link (m, 3);
1282
1283 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1284 } 1232 }
1285 1233
1286 if (x >= m->width) 1234 if (x >= m->width)
1287 { 1235 {
1288 if (!m->tile_path[1]) 1236 if (!m->tile_available (1))
1289 return 1; 1237 return 1;
1290 1238
1291 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1292 find_and_link (m, 1);
1293
1294 return out_of_map (m->tile_map[1], x - m->width, y); 1239 return out_of_map (m->tile_map[1], x - m->width, y);
1295 } 1240 }
1296 1241
1297 if (y < 0) 1242 if (y < 0)
1298 { 1243 {
1299 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
1300 return 1; 1245 return 1;
1301 1246
1302 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1303 find_and_link (m, 0);
1304
1305 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1306 } 1248 }
1307 1249
1308 if (y >= m->height) 1250 if (y >= m->height)
1309 { 1251 {
1310 if (!m->tile_path[2]) 1252 if (!m->tile_available (2))
1311 return 1; 1253 return 1;
1312
1313 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1314 find_and_link (m, 2);
1315 1254
1316 return out_of_map (m->tile_map[2], x, y - m->height); 1255 return out_of_map (m->tile_map[2], x, y - m->height);
1317 } 1256 }
1318 1257
1319 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
1333maptile * 1272maptile *
1334maptile::xy_find (sint16 &x, sint16 &y) 1273maptile::xy_find (sint16 &x, sint16 &y)
1335{ 1274{
1336 if (x < 0) 1275 if (x < 0)
1337 { 1276 {
1338 if (!tile_path[3]) 1277 if (!tile_available (3))
1339 return 0; 1278 return 0;
1340 1279
1341 find_and_link (this, 3);
1342 x += tile_map[3]->width; 1280 x += tile_map[3]->width;
1343 return tile_map[3]->xy_find (x, y); 1281 return tile_map[3]->xy_find (x, y);
1344 } 1282 }
1345 1283
1346 if (x >= width) 1284 if (x >= width)
1347 { 1285 {
1348 if (!tile_path[1]) 1286 if (!tile_available (1))
1349 return 0; 1287 return 0;
1350 1288
1351 find_and_link (this, 1);
1352 x -= width; 1289 x -= width;
1353 return tile_map[1]->xy_find (x, y); 1290 return tile_map[1]->xy_find (x, y);
1354 } 1291 }
1355 1292
1356 if (y < 0) 1293 if (y < 0)
1357 { 1294 {
1358 if (!tile_path[0]) 1295 if (!tile_available (0))
1359 return 0; 1296 return 0;
1360 1297
1361 find_and_link (this, 0);
1362 y += tile_map[0]->height; 1298 y += tile_map[0]->height;
1363 return tile_map[0]->xy_find (x, y); 1299 return tile_map[0]->xy_find (x, y);
1364 } 1300 }
1365 1301
1366 if (y >= height) 1302 if (y >= height)
1367 { 1303 {
1368 if (!tile_path[2]) 1304 if (!tile_available (2))
1369 return 0; 1305 return 0;
1370 1306
1371 find_and_link (this, 2);
1372 y -= height; 1307 y -= height;
1373 return tile_map[2]->xy_find (x, y); 1308 return tile_map[2]->xy_find (x, y);
1374 } 1309 }
1375 1310
1376 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
1387adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1388{ 1323{
1389 if (!map1 || !map2) 1324 if (!map1 || !map2)
1390 return 0; 1325 return 0;
1391 1326
1392 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1393 //fix: compare paths instead (this is likely faster, too!) 1328 //fix: compare paths instead (this is likely faster, too!)
1394 if (map1 == map2) 1329 if (map1 == map2)
1395 { 1330 {
1396 *dx = 0; 1331 *dx = 0;
1397 *dy = 0; 1332 *dy = 0;
1579 else 1514 else
1580 { 1515 {
1581 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
1582 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
1583 1518
1584 retval->part = NULL; 1519 retval->part = 0;
1585 retval->distance = idistance (retval->distance_x, retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1586 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1587 } 1522 }
1588} 1523}
1589 1524
1590/* Returns true of op1 and op2 are effectively on the same map 1525/* Returns true of op1 and op2 are effectively on the same map
1601 int dx, dy; 1536 int dx, dy;
1602 1537
1603 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
1604} 1539}
1605 1540
1541//-GPL
1542
1606object * 1543object *
1607maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1608{ 1545{
1609 if (!op->flag [FLAG_REMOVED])
1610 op->remove ();
1611
1612 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1613} 1547}
1614 1548
1615region * 1549region *
1616maptile::region (int x, int y) const 1550maptile::region (int x, int y) const
1625 return default_region; 1559 return default_region;
1626 1560
1627 return ::region::default_region (); 1561 return ::region::default_region ();
1628} 1562}
1629 1563
1564//+GPL
1565
1630/* picks a random object from a style map. 1566/* picks a random object from a style map.
1631 * Redone by MSW so it should be faster and not use static
1632 * variables to generate tables.
1633 */ 1567 */
1634object * 1568object *
1635maptile::pick_random_object () const 1569maptile::pick_random_object (rand_gen &gen) const
1636{ 1570{
1637 /* while returning a null object will result in a crash, that 1571 /* while returning a null object will result in a crash, that
1638 * is actually preferable to an infinite loop. That is because 1572 * is actually preferable to an infinite loop. That is because
1639 * most servers will automatically restart in case of crash. 1573 * most servers will automatically restart in case of crash.
1640 * Change the logic on getting the random space - shouldn't make 1574 * Change the logic on getting the random space - shouldn't make
1641 * any difference, but this seems clearer to me. 1575 * any difference, but this seems clearer to me.
1642 */ 1576 */
1643 for (int i = 1000; --i;) 1577 for (int i = 1000; --i;)
1644 { 1578 {
1645 object *pick = at (rndm (width), rndm (height)).bot; 1579 object *pick = at (gen (width), gen (height)).bot;
1646 1580
1647 // do not prefer big monsters just because they are big. 1581 // do not prefer big monsters just because they are big.
1648 if (pick && pick->head_ () == pick) 1582 if (pick && pick->is_head ())
1649 return pick->head_ (); 1583 return pick->head_ ();
1650 } 1584 }
1651 1585
1652 // instead of crashing in the unlikely(?) case, try to return *something* 1586 // instead of crashing in the unlikely(?) case, try to return *something*
1653 return get_archetype ("blocked"); 1587 return archetype::find (shstr_bug);
1654} 1588}
1655 1589
1590//-GPL
1591
1592void
1593maptile::play_sound (faceidx sound, int x, int y) const
1594{
1595 if (!sound)
1596 return;
1597
1598 for_all_players_on_map (pl, this)
1599 if (client *ns = pl->ns)
1600 {
1601 int dx = x - pl->ob->x;
1602 int dy = y - pl->ob->y;
1603
1604 int distance = idistance (dx, dy);
1605
1606 if (distance <= MAX_SOUND_DISTANCE)
1607 ns->play_sound (sound, dx, dy);
1608 }
1609}
1610
1611void
1612maptile::say_msg (const char *msg, int x, int y) const
1613{
1614 for_all_players (pl)
1615 if (client *ns = pl->ns)
1616 {
1617 int dx = x - pl->ob->x;
1618 int dy = y - pl->ob->y;
1619
1620 int distance = idistance (dx, dy);
1621
1622 if (distance <= MAX_SOUND_DISTANCE)
1623 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1624 }
1625}
1626
1627static void
1628split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1629{
1630 // clip to map to the left
1631 if (x0 < 0)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1634 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1635
1636 if (x1 < 0) // entirely to the left
1637 return;
1638
1639 x0 = 0;
1640 }
1641
1642 // clip to map to the right
1643 if (x1 > m->width)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1646 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1647
1648 if (x0 > m->width) // entirely to the right
1649 return;
1650
1651 x1 = m->width;
1652 }
1653
1654 // clip to map above
1655 if (y0 < 0)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_UP, 1))
1658 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1659
1660 if (y1 < 0) // entirely above
1661 return;
1662
1663 y0 = 0;
1664 }
1665
1666 // clip to map below
1667 if (y1 > m->height)
1668 {
1669 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1670 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1671
1672 if (y0 > m->height) // entirely below
1673 return;
1674
1675 y1 = m->height;
1676 }
1677
1678 // if we get here, the rect is within the current map
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680
1681 r->m = m;
1682 r->x0 = x0;
1683 r->y0 = y0;
1684 r->x1 = x1;
1685 r->y1 = y1;
1686 r->dx = dx;
1687 r->dy = dy;
1688}
1689
1690maprect *
1691maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1692{
1693 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1694 buf.clear ();
1695
1696 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1697
1698 // add end marker
1699 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1700 r->m = 0;
1701
1702 return (maprect *)buf.linearise ();
1703}
1704

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines