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Comparing deliantra/server/common/map.C (file contents):
Revision 1.110 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.174 by root, Tue Nov 10 05:05:22 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
32 30
33/* 31//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 32
47/* 33sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 assign (buf, create_pathname (name));
73 else
74 assign (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 34
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
102 * 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
137 * by the caller. 73 * by the caller.
138 */ 74 */
139int 75int
140blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 77{
142 object *tmp;
143 int mflags, blocked;
144
145 /* 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
146 * have already checked this. 79 * have already checked this.
147 */ 80 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 82 {
150 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");
151 return 1; 84 return 1;
152 } 85 }
153 86
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 88
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
160 91
161 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 94 * things we need to do for players.
164 */ 95 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0; 97 return 0;
167 98
168 /* 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
169 * 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
170 * 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
171 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
180 /* 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
181 * 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
182 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
184 */ 115 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 117 {
187 118 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 119 {
191 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
193 * pass through this space. 122 return 1;
194 */ 123 else
195 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
196 { 127 {
197 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))
198 return 1; 132 return 1;
199 else 133 }
200 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;
201 } 143 }
202 else 144 else
203 { 145 return 1; // unconditional block
204 /* In this case, the player must not have the object - 146
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 147 } else {
214 { 148 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
217 * movement, can't move here.
218 * second - if a monster, can't move there, unless it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 151
224 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob 153 && tmp->head_ () != ob
226 && tmp != ob 154 && tmp != ob
227 && tmp->type != DOOR 155 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
229 return 1; 157 return 1;
230 } 158 }
231
232 } 159 }
160
233 return 0; 161 return 0;
234} 162}
235 163
236/* 164/*
237 * 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
238 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
239 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
240 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
241 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
242 * 170 *
243 * 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.
244 * 172 *
245 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
246 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
257 * 185 *
258 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
259 * 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
260 * against the move_block values. 188 * against the move_block values.
261 */ 189 */
262int 190bool
263ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
264{ 192{
265 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
266 int flag;
267 maptile *m1;
268 sint16 sx, sy;
269
270 if (!ob)
271 {
272 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
273 if (flag & P_OUT_OF_MAP)
274 return P_OUT_OF_MAP;
275
276 /* don't have object, so don't know what types would block */
277 return m1->at (sx, sy).move_block;
278 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
279 196
280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 197 if (!pos.normalise ())
281 { 198 return 1;
282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
283 199
284 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
285 return P_OUT_OF_MAP; 201
286 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
287 return P_IS_ALIVE; 203 return 1;
288 204
289 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
290 206 * (signifying non-moving objects)
291 /* find_first_free_spot() calls this function. However, often
292 * ob doesn't have any move type (when used to place exits)
293 * 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.
294 */ 208 */
295
296 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
297 continue; 210 continue;
298 211
299 /* 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
300 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
301 */ 214 */
302 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
303 return P_NO_PASS; 216 return 1;
304 } 217 }
305 218
306 return 0; 219 return 0;
307} 220}
308 221
309/* When the map is loaded, load_object does not actually insert objects 222/* When the map is loaded, load_object does not actually insert objects
310 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
311 * and insert them properly. 224 * and insert them properly.
312 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
313 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
314 */ 227 */
315void 228static void
316fix_container (object *container) 229fix_container (object *container)
317{ 230{
318 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
319 232
320 container->inv = 0; 233 container->inv = 0;
326 239
327 insert_ob_in_ob (tmp, container); 240 insert_ob_in_ob (tmp, container);
328 tmp = next; 241 tmp = next;
329 } 242 }
330 243
331 /* sum_weight will go through and calculate what all the containers are 244 // go through and calculate what all the containers are carrying.
332 * carrying. 245 //TODO: remove
333 */ 246 container->update_weight ();
334 sum_weight (container);
335} 247}
248
249//-GPL
336 250
337void 251void
338maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
339{ 253{
340 if (!spaces) 254 if (!spaces)
342 256
343 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value; 259 tmp->flag [flag] = value;
346} 260}
261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
347 276
348/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
349 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
350 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
351 * they are saved). 280 * they are saved).
355{ 284{
356 if (!spaces) 285 if (!spaces)
357 return; 286 return;
358 287
359 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 288 for (mapspace *ms = spaces + size (); ms-- > spaces; )
360 for (object *op = ms->bot; op; op = op->above) 289 {
290 object *op = ms->bot;
291 while (op)
361 { 292 {
362 /* already multipart - don't do anything more */ 293 /* already multipart - don't do anything more */
363 if (op->head_ () == op && !op->more && op->arch->more) 294 if (op->head_ () == op && !op->more && op->arch->more)
364 { 295 {
365 op->remove (); 296 op->remove ();
366 op->expand_tail (); 297 op->expand_tail ();
298
299 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
300 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
301 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
367 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 302 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
303
304 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
305 // so we have to reset the iteration through the mapspace
368 } 306 }
307 else
308 op = op->above;
369 } 309 }
310 }
370} 311}
312
313//-GPL
371 314
372/* 315/*
373 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
374 * file pointer. 317 * file pointer.
375 */ 318 */
376bool 319bool
377maptile::_load_objects (object_thawer &f) 320maptile::_load_objects (object_thawer &f)
378{ 321{
379 for (;;) 322 for (;;)
380 { 323 {
381 coroapi::cede_to_tick_every (100); // cede once in a while 324 coroapi::cede_to_tick (); // cede once in a while
382 325
383 switch (f.kw) 326 switch (f.kw)
384 { 327 {
385 case KW_arch: 328 case KW_arch:
386 if (object *op = object::read (f, this)) 329 if (object *op = object::read (f, this))
387 { 330 {
331 // TODO: why?
388 if (op->inv) 332 if (op->inv)
389 sum_weight (op); 333 op->update_weight ();
390 334
391 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
392 } 358 }
393 359
394 continue; 360 continue;
395 361
396 case KW_EOF: 362 case KW_EOF:
409} 375}
410 376
411void 377void
412maptile::activate () 378maptile::activate ()
413{ 379{
414 active = true;
415
416 if (spaces) 380 if (spaces)
417 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
418 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
419 op->activate_recursive (); 383 op->activate_recursive ();
420} 384}
421 385
422void 386void
423maptile::deactivate () 387maptile::deactivate ()
424{ 388{
425 active = false;
426
427 if (spaces) 389 if (spaces)
428 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
429 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
430 op->deactivate_recursive (); 392 op->deactivate_recursive ();
431} 393}
441 if (!spaces) 403 if (!spaces)
442 return false; 404 return false;
443 405
444 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
445 { 407 {
446 int unique = 0; 408 bool unique = 0;
409
447 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
448 { 411 {
449 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
450 unique = 1;
451 413
452 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
453 continue; 415 continue;
454 416
455 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
456 { 418 {
457 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
458 op->write (f); 420 op->write (f);
459 } 421 }
460 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
461 op->write (f); 423 op->write (f);
462 } 424 }
463 } 425 }
464 426
465 coroapi::cede_to_tick (); 427 coroapi::cede_to_tick ();
466 428
467 return true; 429 return true;
468}
469
470bool
471maptile::_load_objects (const char *path, bool skip_header)
472{
473 object_thawer f (path);
474
475 if (!f)
476 return false;
477
478 f.next ();
479
480 if (skip_header)
481 for (;;)
482 {
483 keyword kw = f.kw;
484 f.skip ();
485 if (kw == KW_end)
486 break;
487 }
488
489 return _load_objects (f);
490} 430}
491 431
492bool 432bool
493maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
494{ 434{
508 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
509 */ 449 */
510 width = 16; 450 width = 16;
511 height = 16; 451 height = 16;
512 timeout = 300; 452 timeout = 300;
513 max_nrof = 1000; // 1000 items of anything 453 max_items = MAX_ITEM_PER_ACTION;
514 max_volume = 2000000; // 2m³ 454 max_volume = 2000000; // 2m³
515} 455}
516 456
517maptile::maptile (int w, int h) 457maptile::maptile (int w, int h)
518{ 458{
539 if (spaces) 479 if (spaces)
540 return; 480 return;
541 481
542 spaces = salloc0<mapspace> (size ()); 482 spaces = salloc0<mapspace> (size ());
543} 483}
484
485//+GPL
544 486
545/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
546 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
547 * at a later date. 489 * at a later date.
548 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
625 return items; 567 return items;
626} 568}
627 569
628/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
629 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
630static void 572static const char *
631print_shop_string (maptile *m, char *output_string) 573print_shop_string (maptile *m)
632{ 574{
633 int i; 575 static dynbuf_text buf; buf.clear ();
634 char tmp[MAX_BUF];
635 576
636 strcpy (output_string, "");
637 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
638 { 578 {
639 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
640 { 580 {
641 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
642 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
643 else 583 else
644 sprintf (tmp, "%s;", m->shopitems[i].name); 584 buf.printf ("%s;", m->shopitems[i].name);
645 } 585 }
646 else 586 else
647 { 587 {
648 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
649 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 buf.printf ("*:%d;", m->shopitems[i].strength);
650 else 590 else
651 sprintf (tmp, "*"); 591 buf.printf ("*");
652 } 592 }
653
654 strcat (output_string, tmp);
655 } 593 }
594
595 return buf;
656} 596}
597
598//-GPL
657 599
658/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
659 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
660 * this used to be stored in the map object, but with the 602 * this used to be stored in the map object, but with the
661 * addition of tiling, fields beyond that easily named in an 603 * addition of tiling, fields beyond that easily named in an
669bool 611bool
670maptile::_load_header (object_thawer &thawer) 612maptile::_load_header (object_thawer &thawer)
671{ 613{
672 for (;;) 614 for (;;)
673 { 615 {
674 thawer.next ();
675
676 switch (thawer.kw) 616 switch (thawer.kw)
677 { 617 {
678 case KW_msg: 618 case KW_msg:
679 thawer.get_ml (KW_endmsg, msg); 619 thawer.get_ml (KW_endmsg, msg);
680 break; 620 break;
714 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
715 655
716 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
717 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
718 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
719 660
720 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
721 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
722 663
723 // old names new names 664 // old names new names
734 case KW_tile_path_1: thawer.get (tile_path [0]); break; 675 case KW_tile_path_1: thawer.get (tile_path [0]); break;
735 case KW_tile_path_2: thawer.get (tile_path [1]); break; 676 case KW_tile_path_2: thawer.get (tile_path [1]); break;
736 case KW_tile_path_3: thawer.get (tile_path [2]); break; 677 case KW_tile_path_3: thawer.get (tile_path [2]); break;
737 case KW_tile_path_4: thawer.get (tile_path [3]); break; 678 case KW_tile_path_4: thawer.get (tile_path [3]); break;
738 679
680 case KW_ERROR:
681 set_key_text (thawer.kw_str, thawer.value);
682 break;
683
739 case KW_end: 684 case KW_end:
685 thawer.next ();
740 return true; 686 return true;
741 687
742 default: 688 default:
743 if (!thawer.parse_error ("map", 0)) 689 if (!thawer.parse_error ("map", 0))
744 return false; 690 return false;
745 break; 691 break;
746 } 692 }
693
694 thawer.next ();
747 } 695 }
748 696
749 abort (); 697 abort ();
750} 698}
751 699
752bool 700//+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}
762 701
763/****************************************************************************** 702/******************************************************************************
764 * This is the start of unique map handling code 703 * This is the start of unique map handling code
765 *****************************************************************************/ 704 *****************************************************************************/
766 705
777 716
778 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
779 unique = 1; 718 unique = 1;
780 719
781 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
782 {
783 op->destroy_inv (false);
784 op->destroy (); 721 op->destroy ();
785 }
786 722
787 op = above; 723 op = above;
788 } 724 }
789 } 725 }
790} 726}
727
728//-GPL
791 729
792bool 730bool
793maptile::_save_header (object_freezer &freezer) 731maptile::_save_header (object_freezer &freezer)
794{ 732{
795#define MAP_OUT(k) freezer.put (KW_ ## k, k) 733#define MAP_OUT(k) freezer.put (KW_ ## k, k)
801 MAP_OUT (swap_time); 739 MAP_OUT (swap_time);
802 MAP_OUT (reset_time); 740 MAP_OUT (reset_time);
803 MAP_OUT (reset_timeout); 741 MAP_OUT (reset_timeout);
804 MAP_OUT (fixed_resettime); 742 MAP_OUT (fixed_resettime);
805 MAP_OUT (no_reset); 743 MAP_OUT (no_reset);
744 MAP_OUT (no_drop);
806 MAP_OUT (difficulty); 745 MAP_OUT (difficulty);
807
808 if (default_region) MAP_OUT2 (region, default_region->name); 746 if (default_region) MAP_OUT2 (region, default_region->name);
809 747
810 if (shopitems) 748 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
811 {
812 char shop[MAX_BUF];
813 print_shop_string (this, shop);
814 MAP_OUT2 (shopitems, shop);
815 }
816
817 MAP_OUT (shopgreed); 749 MAP_OUT (shopgreed);
818 MAP_OUT (shopmin); 750 MAP_OUT (shopmin);
819 MAP_OUT (shopmax); 751 MAP_OUT (shopmax);
820 if (shoprace) MAP_OUT (shoprace); 752 if (shoprace) MAP_OUT (shoprace);
753
821 MAP_OUT (darkness); 754 MAP_OUT (darkness);
822 MAP_OUT (width); 755 MAP_OUT (width);
823 MAP_OUT (height); 756 MAP_OUT (height);
824 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
825 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
858 return false; 791 return false;
859 792
860 return freezer.save (path); 793 return freezer.save (path);
861} 794}
862 795
796//+GPL
797
863/* 798/*
864 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
865 */ 800 */
866void 801void
867maptile::clear () 802maptile::clear ()
868{ 803{
869 sfree (regions, size ()), regions = 0;
870 free (regionmap), regionmap = 0;
871
872 if (spaces) 804 if (spaces)
873 { 805 {
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 806 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 while (object *op = ms->bot) 807 while (object *op = ms->bot)
876 { 808 {
809 // manually remove, as to not trigger anything
810 if (ms->bot = op->above)
811 ms->bot->below = 0;
812
813 op->flag [FLAG_REMOVED] = true;
814
877 op = op->head_ (); 815 object *head = op->head_ ();
878 op->destroy_inv (false); 816 if (op == head)
879 op->destroy (); 817 op->destroy ();
818 else if (head->map != op->map)
819 {
820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
821 head->destroy ();
822 }
880 } 823 }
881 824
882 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
883 } 826 }
884 827
885 if (buttons) 828 if (buttons)
886 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
830
831 sfree0 (regions, size ());
832 delete [] regionmap; regionmap = 0;
887} 833}
888 834
889void 835void
890maptile::clear_header () 836maptile::clear_header ()
891{ 837{
943 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 889 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
944 break; 890 break;
945 891
946 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 892 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
947 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 893 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
948 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
949 || QUERY_FLAG (op, FLAG_UNIQUE) 894 || QUERY_FLAG (op, FLAG_UNIQUE)
950 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 895 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
951 || QUERY_FLAG (op, FLAG_UNPAID) 896 || QUERY_FLAG (op, FLAG_UNPAID)
952 || op->is_alive ()) 897 || op->is_alive ())
953 ; // do not decay 898 ; // do not decay
992 op->destroy (); 937 op->destroy ();
993 } 938 }
994} 939}
995 940
996/* 941/*
997 * Updates every button on the map (by calling update_button() for them).
998 */
999void
1000maptile::update_buttons ()
1001{
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1003 for (objectlink *ol = obp->link; ol; ol = ol->next)
1004 {
1005 if (!ol->ob)
1006 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1009 continue;
1010 }
1011
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 {
1014 update_button (ol->ob);
1015 break;
1016 }
1017 }
1018}
1019
1020/*
1021 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
1022 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
1023 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
1024 * 945 *
1025 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
1026 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
1027 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
1028 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
1029 */ 950 */
1030int 951int
1031maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
1032{ 953{
1033 long monster_cnt = 0; 954 long monster_cnt = 0;
1045 966
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 968 {
1048 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
1049 970
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
1051 total_exp += at->stats.exp * 8; 973 total_exp += at->stats.exp * 8;
1052
1053 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
1054 } 982 }
1055 } 983 }
1056 984
1057 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
1058 986
1071 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1072 */ 1000 */
1073int 1001int
1074maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1075{ 1003{
1076 int new_level = darkness + change;
1077
1078 /* Nothing to do */ 1004 /* Nothing to do */
1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1080 return 0; 1006 return 0;
1081 1007
1082 /* inform all players on the map */ 1008 /* inform all players on the map */
1083 if (change > 0) 1009 if (change > 0)
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 else 1011 else
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 1013
1088 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1089 * we need to be extra careful about negative values.
1090 * In general, the checks below are only needed if change
1091 * is not +/-1
1092 */
1093 if (new_level < 0)
1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1098 darkness = new_level;
1099 1015
1100 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1102 return 1; 1019 return 1;
1103} 1020}
1104 1021
1105/* 1022/*
1106 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1109 * through, etc) 1026 * through, etc)
1110 */ 1027 */
1111void 1028void
1112mapspace::update_ () 1029mapspace::update_ ()
1113{ 1030{
1114 object *tmp, *last = 0; 1031 object *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1117 1039
1118 //object *middle = 0; 1040 //object *middle = 0;
1119 //object *top = 0; 1041 //object *top = 0;
1120 //object *floor = 0; 1042 //object *floor = 0;
1121 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1122 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1123 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1124 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1125 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1051 {
1128 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1129 * one). But if so, it shouldn't be a simple additive - 2
1130 * light bulbs do not illuminate twice as far as once since
1131 * it is a dissapation factor that is cubed.
1132 */
1133 if (tmp->glow_radius > light)
1134 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1135 1054
1136 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1140 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1141 * 1060 *
1142 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1143 */ 1062 */
1144 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1145 { 1064 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1147 top = tmp; 1066 top = tmp;
1148 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1149 { 1068 {
1150 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1151 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1152 */ 1071 */
1153 middle = 0; 1072 middle = 0;
1154 top = 0; 1073 top = 0;
1155 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1156 } 1077 }
1157 /* Flag anywhere have high priority */ 1078 else
1158 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1159 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1160 middle = tmp; 1097 middle = tmp;
1161 anywhere = 1; 1098 }
1162 } 1099 }
1163 /* Find the highest visible face around. If equal
1164 * visibilities, we still want the one nearer to the
1165 * top
1166 */
1167 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1168 middle = tmp;
1169 }
1170
1171 if (tmp == tmp->above)
1172 {
1173 LOG (llevError, "Error in structure of map\n");
1174 exit (-1);
1175 } 1100 }
1176 1101
1177 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1178 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1179 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1180 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1181 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1182 1107
1183 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1184 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1185 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1186 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1187 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1188 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1189 } 1112 }
1190 1113
1191 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1192 this->flags_ = flags; 1125 this->flags_ = flags;
1193 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1194 this->move_on = move_on; 1127 this->move_on = move_on;
1195 this->move_off = move_off; 1128 this->move_off = move_off;
1196 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1197 1132
1198 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1199 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1200 * this point. 1135 * this point.
1201 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1216 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1219 */ 1154 */
1220 1155
1221 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1222 { 1157 {
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1160 break;
1226 1161
1267 faces_obj [1] = middle; 1202 faces_obj [1] = middle;
1268 faces_obj [2] = floor; 1203 faces_obj [2] = floor;
1269#endif 1204#endif
1270} 1205}
1271 1206
1272uint64 1207maptile *
1273mapspace::volume () const 1208maptile::tile_available (int dir, bool load)
1274{ 1209{
1275 uint64 vol = 0; 1210 if (tile_path[dir])
1276
1277 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1278 vol += op->volume ();
1279
1280 return vol;
1281}
1282
1283/* this updates the orig_map->tile_map[tile_num] value after finding
1284 * the map. It also takes care of linking back the freshly found
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num].
1287 */
1288static inline maptile *
1289find_and_link (maptile *orig_map, int tile_num)
1290{
1291 maptile *mp = orig_map->tile_map [tile_num];
1292
1293 if (!mp)
1294 {
1295 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1296
1297 if (!mp)
1298 {
1299 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1300 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1301 &orig_map->tile_path[tile_num], &orig_map->path);
1302 mp = new maptile (1, 1);
1303 mp->alloc ();
1304 mp->in_memory = MAP_IN_MEMORY;
1305 }
1306 } 1211 {
1212 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1213 return tile_map[dir];
1307 1214
1308 int dest_tile = (tile_num + 2) % 4; 1215 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1216 return tile_map[dir];
1217 }
1309 1218
1310 orig_map->tile_map [tile_num] = mp;
1311
1312 // optimisation: back-link map to origin map if euclidean
1313 //TODO: non-euclidean maps MUST GO
1314 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1315 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1316
1317 return mp; 1219 return 0;
1318}
1319
1320static inline void
1321load_and_link (maptile *orig_map, int tile_num)
1322{
1323 find_and_link (orig_map, tile_num)->load_sync ();
1324} 1220}
1325 1221
1326/* this returns TRUE if the coordinates (x,y) are out of 1222/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1223 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1224 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1237 if (!m)
1342 return 0; 1238 return 0;
1343 1239
1344 if (x < 0) 1240 if (x < 0)
1345 { 1241 {
1346 if (!m->tile_path[3]) 1242 if (!m->tile_available (3))
1347 return 1; 1243 return 1;
1348 1244
1349 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1350 find_and_link (m, 3);
1351
1352 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1245 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 } 1246 }
1354 1247
1355 if (x >= m->width) 1248 if (x >= m->width)
1356 { 1249 {
1357 if (!m->tile_path[1]) 1250 if (!m->tile_available (1))
1358 return 1; 1251 return 1;
1359 1252
1360 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1361 find_and_link (m, 1);
1362
1363 return out_of_map (m->tile_map[1], x - m->width, y); 1253 return out_of_map (m->tile_map[1], x - m->width, y);
1364 } 1254 }
1365 1255
1366 if (y < 0) 1256 if (y < 0)
1367 { 1257 {
1368 if (!m->tile_path[0]) 1258 if (!m->tile_available (0))
1369 return 1; 1259 return 1;
1370 1260
1371 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1372 find_and_link (m, 0);
1373
1374 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1261 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 } 1262 }
1376 1263
1377 if (y >= m->height) 1264 if (y >= m->height)
1378 { 1265 {
1379 if (!m->tile_path[2]) 1266 if (!m->tile_available (2))
1380 return 1; 1267 return 1;
1381
1382 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1383 find_and_link (m, 2);
1384 1268
1385 return out_of_map (m->tile_map[2], x, y - m->height); 1269 return out_of_map (m->tile_map[2], x, y - m->height);
1386 } 1270 }
1387 1271
1388 /* Simple case - coordinates are within this local 1272 /* Simple case - coordinates are within this local
1402maptile * 1286maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1287maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1288{
1405 if (x < 0) 1289 if (x < 0)
1406 { 1290 {
1407 if (!tile_path[3]) 1291 if (!tile_available (3))
1408 return 0; 1292 return 0;
1409 1293
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1294 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y); 1295 return tile_map[3]->xy_find (x, y);
1413 } 1296 }
1414 1297
1415 if (x >= width) 1298 if (x >= width)
1416 { 1299 {
1417 if (!tile_path[1]) 1300 if (!tile_available (1))
1418 return 0; 1301 return 0;
1419 1302
1420 find_and_link (this, 1);
1421 x -= width; 1303 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1304 return tile_map[1]->xy_find (x, y);
1423 } 1305 }
1424 1306
1425 if (y < 0) 1307 if (y < 0)
1426 { 1308 {
1427 if (!tile_path[0]) 1309 if (!tile_available (0))
1428 return 0; 1310 return 0;
1429 1311
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1312 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y); 1313 return tile_map[0]->xy_find (x, y);
1433 } 1314 }
1434 1315
1435 if (y >= height) 1316 if (y >= height)
1436 { 1317 {
1437 if (!tile_path[2]) 1318 if (!tile_available (2))
1438 return 0; 1319 return 0;
1439 1320
1440 find_and_link (this, 2);
1441 y -= height; 1321 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1322 return tile_map[2]->xy_find (x, y);
1443 } 1323 }
1444 1324
1445 /* Simple case - coordinates are within this local 1325 /* Simple case - coordinates are within this local
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1336adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1337{
1458 if (!map1 || !map2) 1338 if (!map1 || !map2)
1459 return 0; 1339 return 0;
1460 1340
1461 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1341 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1462 //fix: compare paths instead (this is likely faster, too!) 1342 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1343 if (map1 == map2)
1464 { 1344 {
1465 *dx = 0; 1345 *dx = 0;
1466 *dy = 0; 1346 *dy = 0;
1648 else 1528 else
1649 { 1529 {
1650 retval->distance_x += op2->x - x; 1530 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y; 1531 retval->distance_y += op2->y - y;
1652 1532
1653 retval->part = NULL; 1533 retval->part = 0;
1654 retval->distance = idistance (retval->distance_x, retval->distance_y); 1534 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1535 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1656 } 1536 }
1657} 1537}
1658 1538
1659/* Returns true of op1 and op2 are effectively on the same map 1539/* Returns true of op1 and op2 are effectively on the same map
1670 int dx, dy; 1550 int dx, dy;
1671 1551
1672 return adjacent_map (op1->map, op2->map, &dx, &dy); 1552 return adjacent_map (op1->map, op2->map, &dx, &dy);
1673} 1553}
1674 1554
1555//-GPL
1556
1675object * 1557object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags) 1558maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{ 1559{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1560 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1682} 1561}
1683 1562
1684region * 1563region *
1685maptile::region (int x, int y) const 1564maptile::region (int x, int y) const
1694 return default_region; 1573 return default_region;
1695 1574
1696 return ::region::default_region (); 1575 return ::region::default_region ();
1697} 1576}
1698 1577
1578//+GPL
1579
1699/* picks a random object from a style map. 1580/* picks a random object from a style map.
1700 * Redone by MSW so it should be faster and not use static
1701 * variables to generate tables.
1702 */ 1581 */
1703object * 1582object *
1704maptile::pick_random_object () const 1583maptile::pick_random_object (rand_gen &gen) const
1705{ 1584{
1706 /* while returning a null object will result in a crash, that 1585 /* while returning a null object will result in a crash, that
1707 * is actually preferable to an infinite loop. That is because 1586 * is actually preferable to an infinite loop. That is because
1708 * most servers will automatically restart in case of crash. 1587 * most servers will automatically restart in case of crash.
1709 * Change the logic on getting the random space - shouldn't make 1588 * Change the logic on getting the random space - shouldn't make
1710 * any difference, but this seems clearer to me. 1589 * any difference, but this seems clearer to me.
1711 */ 1590 */
1712 for (int i = 1000; --i;) 1591 for (int i = 1000; --i;)
1713 { 1592 {
1714 object *pick = at (rndm (width), rndm (height)).bot; 1593 object *pick = at (gen (width), gen (height)).bot;
1715 1594
1716 // do not prefer big monsters just because they are big. 1595 // do not prefer big monsters just because they are big.
1717 if (pick && pick->head_ () == pick) 1596 if (pick && pick->is_head ())
1718 return pick->head_ (); 1597 return pick->head_ ();
1719 } 1598 }
1720 1599
1721 // instead of crashing in the unlikely(?) case, try to return *something* 1600 // instead of crashing in the unlikely(?) case, try to return *something*
1722 return get_archetype ("blocked"); 1601 return archetype::find (shstr_bug);
1723} 1602}
1724 1603
1604//-GPL
1605
1606void
1607maptile::play_sound (faceidx sound, int x, int y) const
1608{
1609 if (!sound)
1610 return;
1611
1612 for_all_players_on_map (pl, this)
1613 if (client *ns = pl->ns)
1614 {
1615 int dx = x - pl->ob->x;
1616 int dy = y - pl->ob->y;
1617
1618 int distance = idistance (dx, dy);
1619
1620 if (distance <= MAX_SOUND_DISTANCE)
1621 ns->play_sound (sound, dx, dy);
1622 }
1623}
1624
1625void
1626maptile::say_msg (const char *msg, int x, int y) const
1627{
1628 for_all_players (pl)
1629 if (client *ns = pl->ns)
1630 {
1631 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y;
1633
1634 int distance = idistance (dx, dy);
1635
1636 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1638 }
1639}
1640
1641static void
1642split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1643{
1644 // clip to map to the left
1645 if (x0 < 0)
1646 {
1647 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1648 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1649
1650 if (x1 < 0) // entirely to the left
1651 return;
1652
1653 x0 = 0;
1654 }
1655
1656 // clip to map to the right
1657 if (x1 > m->width)
1658 {
1659 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1660 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1661
1662 if (x0 > m->width) // entirely to the right
1663 return;
1664
1665 x1 = m->width;
1666 }
1667
1668 // clip to map above
1669 if (y0 < 0)
1670 {
1671 if (maptile *tile = m->tile_available (TILE_UP, 1))
1672 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1673
1674 if (y1 < 0) // entirely above
1675 return;
1676
1677 y0 = 0;
1678 }
1679
1680 // clip to map below
1681 if (y1 > m->height)
1682 {
1683 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1684 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1685
1686 if (y0 > m->height) // entirely below
1687 return;
1688
1689 y1 = m->height;
1690 }
1691
1692 // if we get here, the rect is within the current map
1693 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1694
1695 r->m = m;
1696 r->x0 = x0;
1697 r->y0 = y0;
1698 r->x1 = x1;
1699 r->y1 = y1;
1700 r->dx = dx;
1701 r->dy = dy;
1702}
1703
1704maprect *
1705maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1706{
1707 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1708 buf.clear ();
1709
1710 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1711
1712 // add end marker
1713 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1714 r->m = 0;
1715
1716 return (maprect *)buf.linearise ();
1717}
1718

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