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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 1.176 by root, Tue Nov 10 05:11:05 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//-GPL
310 * into inventory, but just links them. What this does is go through
311 * and insert them properly.
312 * The object 'container' is the object that contains the inventory.
313 * This is needed so that we can update the containers weight.
314 */
315void
316fix_container (object *container)
317{
318 object *tmp = container->inv, *next;
319
320 container->inv = 0;
321 while (tmp)
322 {
323 next = tmp->below;
324 if (tmp->inv)
325 fix_container (tmp);
326
327 insert_ob_in_ob (tmp, container);
328 tmp = next;
329 }
330
331 /* sum_weight will go through and calculate what all the containers are
332 * carrying.
333 */
334 sum_weight (container);
335}
336 223
337void 224void
338maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
339{ 226{
340 if (!spaces) 227 if (!spaces)
342 229
343 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 230 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 231 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value; 232 tmp->flag [flag] = value;
346} 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
347 262
348/* 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
349 * 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
350 * 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
351 * they are saved). 266 * they are saved).
355{ 270{
356 if (!spaces) 271 if (!spaces)
357 return; 272 return;
358 273
359 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
360 for (object *op = ms->bot; op; op = op->above) 275 {
276 object *op = ms->bot;
277 while (op)
361 { 278 {
362 /* already multipart - don't do anything more */ 279 /* already multipart - don't do anything more */
363 if (op->head_ () == op && !op->more && op->arch->more) 280 if (op->head_ () == op && !op->more && op->arch->more)
364 { 281 {
365 op->remove (); 282 op->remove ();
366 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
367 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
368 } 292 }
293 else
294 op = op->above;
369 } 295 }
296 }
370} 297}
298
299//-GPL
371 300
372/* 301/*
373 * 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
374 * file pointer. 303 * file pointer.
375 */ 304 */
376bool 305bool
377maptile::_load_objects (object_thawer &f) 306maptile::_load_objects (object_thawer &f)
378{ 307{
379 for (;;) 308 for (;;)
380 { 309 {
381 coroapi::cede_to_tick_every (100); // cede once in a while 310 coroapi::cede_to_tick (); // cede once in a while
382 311
383 switch (f.kw) 312 switch (f.kw)
384 { 313 {
385 case KW_arch: 314 case KW_arch:
386 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
387 { 316 {
317 // TODO: why?
388 if (op->inv) 318 if (op->inv)
389 sum_weight (op); 319 op->update_weight ();
390 320
391 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 }
392 } 344 }
393 345
394 continue; 346 continue;
395 347
396 case KW_EOF: 348 case KW_EOF:
409} 361}
410 362
411void 363void
412maptile::activate () 364maptile::activate ()
413{ 365{
414 active = true;
415
416 if (spaces) 366 if (spaces)
417 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 367 for (mapspace *ms = spaces + size (); ms-- > spaces; )
418 for (object *op = ms->bot; op; op = op->above) 368 for (object *op = ms->bot; op; op = op->above)
419 op->activate_recursive (); 369 op->activate_recursive ();
420} 370}
421 371
422void 372void
423maptile::deactivate () 373maptile::deactivate ()
424{ 374{
425 active = false;
426
427 if (spaces) 375 if (spaces)
428 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
429 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
430 op->deactivate_recursive (); 378 op->deactivate_recursive ();
431} 379}
441 if (!spaces) 389 if (!spaces)
442 return false; 390 return false;
443 391
444 for (int i = 0; i < size (); ++i) 392 for (int i = 0; i < size (); ++i)
445 { 393 {
446 int unique = 0; 394 bool unique = 0;
395
447 for (object *op = spaces [i].bot; op; op = op->above) 396 for (object *op = spaces [i].bot; op; op = op->above)
448 { 397 {
449 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 398 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
450 unique = 1;
451 399
452 if (!op->can_map_save ()) 400 if (expect_false (!op->can_map_save ()))
453 continue; 401 continue;
454 402
455 if (unique || op->flag [FLAG_UNIQUE]) 403 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
456 { 404 {
457 if (flags & IO_UNIQUES) 405 if (flags & IO_UNIQUES)
458 op->write (f); 406 op->write (f);
459 } 407 }
460 else if (flags & IO_OBJECTS) 408 else if (expect_true (flags & IO_OBJECTS))
461 op->write (f); 409 op->write (f);
462 } 410 }
463 } 411 }
464 412
465 coroapi::cede_to_tick (); 413 coroapi::cede_to_tick ();
466 414
467 return true; 415 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} 416}
491 417
492bool 418bool
493maptile::_save_objects (const char *path, int flags) 419maptile::_save_objects (const char *path, int flags)
494{ 420{
508 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
509 */ 435 */
510 width = 16; 436 width = 16;
511 height = 16; 437 height = 16;
512 timeout = 300; 438 timeout = 300;
513 max_nrof = 1000; // 1000 items of anything 439 max_items = MAX_ITEM_PER_ACTION;
514 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
515} 441}
516 442
517maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
518{ 444{
539 if (spaces) 465 if (spaces)
540 return; 466 return;
541 467
542 spaces = salloc0<mapspace> (size ()); 468 spaces = salloc0<mapspace> (size ());
543} 469}
470
471//+GPL
544 472
545/* 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
546 * 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
547 * at a later date. 475 * at a later date.
548 * Called by parse_map_headers below. 476 * Called by parse_map_headers below.
625 return items; 553 return items;
626} 554}
627 555
628/* 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
629 * the map (or something equivilent) into output_string. */ 557 * the map (or something equivilent) into output_string. */
630static void 558static const char *
631print_shop_string (maptile *m, char *output_string) 559print_shop_string (maptile *m)
632{ 560{
633 int i; 561 static dynbuf_text buf; buf.clear ();
634 char tmp[MAX_BUF];
635 562
636 strcpy (output_string, "");
637 for (i = 0; i < m->shopitems[0].index; i++) 563 for (int i = 0; i < m->shopitems[0].index; i++)
638 { 564 {
639 if (m->shopitems[i].typenum) 565 if (m->shopitems[i].typenum)
640 { 566 {
641 if (m->shopitems[i].strength) 567 if (m->shopitems[i].strength)
642 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);
643 else 569 else
644 sprintf (tmp, "%s;", m->shopitems[i].name); 570 buf.printf ("%s;", m->shopitems[i].name);
645 } 571 }
646 else 572 else
647 { 573 {
648 if (m->shopitems[i].strength) 574 if (m->shopitems[i].strength)
649 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 575 buf.printf ("*:%d;", m->shopitems[i].strength);
650 else 576 else
651 sprintf (tmp, "*"); 577 buf.printf ("*");
652 } 578 }
653
654 strcat (output_string, tmp);
655 } 579 }
580
581 return buf;
656} 582}
583
584//-GPL
657 585
658/* This loads the header information of the map. The header 586/* This loads the header information of the map. The header
659 * contains things like difficulty, size, timeout, etc. 587 * contains things like difficulty, size, timeout, etc.
660 * 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
661 * addition of tiling, fields beyond that easily named in an 589 * addition of tiling, fields beyond that easily named in an
669bool 597bool
670maptile::_load_header (object_thawer &thawer) 598maptile::_load_header (object_thawer &thawer)
671{ 599{
672 for (;;) 600 for (;;)
673 { 601 {
674 thawer.next ();
675
676 switch (thawer.kw) 602 switch (thawer.kw)
677 { 603 {
678 case KW_msg: 604 case KW_msg:
679 thawer.get_ml (KW_endmsg, msg); 605 thawer.get_ml (KW_endmsg, msg);
680 break; 606 break;
714 case KW_sky: thawer.get (sky); break; 640 case KW_sky: thawer.get (sky); break;
715 641
716 case KW_per_player: thawer.get (per_player); break; 642 case KW_per_player: thawer.get (per_player); break;
717 case KW_per_party: thawer.get (per_party); break; 643 case KW_per_party: thawer.get (per_party); break;
718 case KW_no_reset: thawer.get (no_reset); 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}
713
714//-GPL
791 715
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)
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);
805 MAP_OUT (no_reset); 729 MAP_OUT (no_reset);
730 MAP_OUT (no_drop);
806 MAP_OUT (difficulty); 731 MAP_OUT (difficulty);
807
808 if (default_region) MAP_OUT2 (region, default_region->name); 732 if (default_region) MAP_OUT2 (region, default_region->name);
809 733
810 if (shopitems) 734 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); 735 MAP_OUT (shopgreed);
818 MAP_OUT (shopmin); 736 MAP_OUT (shopmin);
819 MAP_OUT (shopmax); 737 MAP_OUT (shopmax);
820 if (shoprace) MAP_OUT (shoprace); 738 if (shoprace) MAP_OUT (shoprace);
739
821 MAP_OUT (darkness); 740 MAP_OUT (darkness);
822 MAP_OUT (width); 741 MAP_OUT (width);
823 MAP_OUT (height); 742 MAP_OUT (height);
824 MAP_OUT (enter_x); 743 MAP_OUT (enter_x);
825 MAP_OUT (enter_y); 744 MAP_OUT (enter_y);
858 return false; 777 return false;
859 778
860 return freezer.save (path); 779 return freezer.save (path);
861} 780}
862 781
782//+GPL
783
863/* 784/*
864 * Remove and free all objects in the given map. 785 * Remove and free all objects in the given map.
865 */ 786 */
866void 787void
867maptile::clear () 788maptile::clear ()
868{ 789{
869 sfree (regions, size ()), regions = 0;
870 free (regionmap), regionmap = 0;
871
872 if (spaces) 790 if (spaces)
873 { 791 {
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 792 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 while (object *op = ms->bot) 793 while (object *op = ms->bot)
876 { 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
877 op = op->head_ (); 801 object *head = op->head_ ();
878 op->destroy_inv (false); 802 if (op == head)
879 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 }
880 } 809 }
881 810
882 sfree (spaces, size ()), spaces = 0; 811 sfree0 (spaces, size ());
883 } 812 }
884 813
885 if (buttons) 814 if (buttons)
886 free_objectlinkpt (buttons), buttons = 0; 815 free_objectlinkpt (buttons), buttons = 0;
816
817 sfree0 (regions, size ());
818 delete [] regionmap; regionmap = 0;
887} 819}
888 820
889void 821void
890maptile::clear_header () 822maptile::clear_header ()
891{ 823{
943 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 875 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
944 break; 876 break;
945 877
946 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 878 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
947 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 879 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
948 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
949 || QUERY_FLAG (op, FLAG_UNIQUE) 880 || QUERY_FLAG (op, FLAG_UNIQUE)
950 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 881 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
951 || QUERY_FLAG (op, FLAG_UNPAID) 882 || QUERY_FLAG (op, FLAG_UNPAID)
952 || op->is_alive ()) 883 || op->is_alive ())
953 ; // do not decay 884 ; // do not decay
992 op->destroy (); 923 op->destroy ();
993 } 924 }
994} 925}
995 926
996/* 927/*
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. 928 * This routine is supposed to find out the difficulty of the map.
1022 * difficulty does not have a lot to do with character level, 929 * difficulty does not have a lot to do with character level,
1023 * 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.
1024 * 931 *
1025 * 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
1026 * 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
1027 * have a difficulty set than using this function - human calculation 934 * have a difficulty set rather than using this function - human calculation
1028 * is much better than this functions guesswork. 935 * is much better than this function's guesswork.
1029 */ 936 */
1030int 937int
1031maptile::estimate_difficulty () const 938maptile::estimate_difficulty () const
1032{ 939{
1033 long monster_cnt = 0; 940 long monster_cnt = 0;
1045 952
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 953 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 954 {
1048 total_exp += op->stats.exp; 955 total_exp += op->stats.exp;
1049 956
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 957 if (archetype *at = op->other_arch)
958 {
1051 total_exp += at->stats.exp * 8; 959 total_exp += at->stats.exp * 8;
1052
1053 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 }
1054 } 968 }
1055 } 969 }
1056 970
1057 avgexp = (double) total_exp / monster_cnt; 971 avgexp = (double) total_exp / monster_cnt;
1058 972
1071 * postive values make it darker, negative make it brighter 985 * postive values make it darker, negative make it brighter
1072 */ 986 */
1073int 987int
1074maptile::change_map_light (int change) 988maptile::change_map_light (int change)
1075{ 989{
1076 int new_level = darkness + change;
1077
1078 /* Nothing to do */ 990 /* Nothing to do */
1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 991 if (!change)
1080 return 0; 992 return 0;
1081 993
1082 /* inform all players on the map */ 994 /* inform all players on the map */
1083 if (change > 0) 995 if (change > 0)
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 else 997 else
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 999
1088 /* Do extra checking. since darkness is a unsigned value, 1000 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 1001
1100 /* All clients need to get re-updated for the change */ 1002 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 1003 update_all_map_los (this);
1004
1102 return 1; 1005 return 1;
1103} 1006}
1104 1007
1105/* 1008/*
1106 * This function updates various attributes about a specific space 1009 * This function updates various attributes about a specific space
1109 * through, etc) 1012 * through, etc)
1110 */ 1013 */
1111void 1014void
1112mapspace::update_ () 1015mapspace::update_ ()
1113{ 1016{
1114 object *tmp, *last = 0; 1017 object *last = 0;
1115 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1018 uint8 flags = P_UPTODATE;
1019 sint8 light = 0;
1116 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;
1117 1025
1118 //object *middle = 0; 1026 //object *middle = 0;
1119 //object *top = 0; 1027 //object *top = 0;
1120 //object *floor = 0; 1028 //object *floor = 0;
1121 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1122 object *&top = faces_obj[0] = 0; 1030 object *&top = faces_obj[0] = 0;
1123 object *&middle = faces_obj[1] = 0; 1031 object *&middle = faces_obj[1] = 0;
1124 object *&floor = faces_obj[2] = 0; 1032 object *&floor = faces_obj[2] = 0;
1125 1033
1034 object::flags_t allflags; // all flags of all objects or'ed together
1035
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1036 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1037 {
1128 /* This could be made additive I guess (two lights better than 1038 // 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; 1039 light += tmp->glow_radius;
1135 1040
1136 /* This call is needed in order to update objects the player 1041 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1042 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1043 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1044 * 3 times each time the player moves, because many of the
1140 * functions the move_player calls eventualy call this. 1045 * functions the move_player calls eventualy call this.
1141 * 1046 *
1142 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1143 */ 1048 */
1144 if (!tmp->invisible) 1049 if (expect_true (!tmp->invisible))
1145 { 1050 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1147 top = tmp; 1052 top = tmp;
1148 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1149 { 1054 {
1150 /* 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,
1151 * so should not be visible, so we clear them. 1056 * so should not be visible, so we clear them.
1152 */ 1057 */
1153 middle = 0; 1058 middle = 0;
1154 top = 0; 1059 top = 0;
1155 floor = tmp; 1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1156 } 1063 }
1157 /* Flag anywhere have high priority */ 1064 else
1158 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1159 { 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;
1160 middle = tmp; 1083 middle = tmp;
1161 anywhere = 1; 1084 }
1162 } 1085 }
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 } 1086 }
1176 1087
1177 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;
1178 move_block |= tmp->move_block; 1089 move_block |= tmp->move_block;
1179 move_on |= tmp->move_on; 1090 move_on |= tmp->move_on;
1180 move_off |= tmp->move_off; 1091 move_off |= tmp->move_off;
1181 move_allow |= tmp->move_allow; 1092 move_allow |= tmp->move_allow;
1182 1093
1183 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1094 allflags |= tmp->flag;
1184 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1095
1185 if (tmp->type == PLAYER) flags |= P_PLAYER; 1096 if (tmp->type == PLAYER) flags |= P_PLAYER;
1186 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 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 } 1098 }
1190 1099
1191 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);
1192 this->flags_ = flags; 1111 this->flags_ = flags;
1193 this->move_block = move_block & ~move_allow; 1112 this->move_block = move_block & ~move_allow;
1194 this->move_on = move_on; 1113 this->move_on = move_on;
1195 this->move_off = move_off; 1114 this->move_off = move_off;
1196 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
1197 1118
1198 /* 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),
1199 * 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
1200 * this point. 1121 * this point.
1201 * middle contains the highest visibility face. 1122 * middle contains the highest visibility face.
1216 * 1) top face is set, need middle to be set. 1137 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1138 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1139 * 3) neither middle or top is set - need to set both.
1219 */ 1140 */
1220 1141
1221 for (tmp = last; tmp; tmp = tmp->below) 1142 for (object *tmp = last; tmp; tmp = tmp->below)
1222 { 1143 {
1223 /* 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 */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1146 break;
1226 1147
1267 faces_obj [1] = middle; 1188 faces_obj [1] = middle;
1268 faces_obj [2] = floor; 1189 faces_obj [2] = floor;
1269#endif 1190#endif
1270} 1191}
1271 1192
1272uint64 1193maptile *
1273mapspace::volume () const 1194maptile::tile_available (int dir, bool load)
1274{ 1195{
1275 uint64 vol = 0; 1196 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 } 1197 {
1198 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1199 return tile_map[dir];
1307 1200
1308 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 }
1309 1204
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; 1205 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} 1206}
1325 1207
1326/* this returns TRUE if the coordinates (x,y) are out of 1208/* this returns TRUE if the coordinates (x,y) are out of
1327 * map m. This function also takes into account any 1209 * map m. This function also takes into account any
1328 * tiling considerations, loading adjacant maps as needed. 1210 * tiling considerations, loading adjacant maps as needed.
1341 if (!m) 1223 if (!m)
1342 return 0; 1224 return 0;
1343 1225
1344 if (x < 0) 1226 if (x < 0)
1345 { 1227 {
1346 if (!m->tile_path[3]) 1228 if (!m->tile_available (3))
1347 return 1; 1229 return 1;
1348 1230
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); 1231 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1353 } 1232 }
1354 1233
1355 if (x >= m->width) 1234 if (x >= m->width)
1356 { 1235 {
1357 if (!m->tile_path[1]) 1236 if (!m->tile_available (1))
1358 return 1; 1237 return 1;
1359 1238
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); 1239 return out_of_map (m->tile_map[1], x - m->width, y);
1364 } 1240 }
1365 1241
1366 if (y < 0) 1242 if (y < 0)
1367 { 1243 {
1368 if (!m->tile_path[0]) 1244 if (!m->tile_available (0))
1369 return 1; 1245 return 1;
1370 1246
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); 1247 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1375 } 1248 }
1376 1249
1377 if (y >= m->height) 1250 if (y >= m->height)
1378 { 1251 {
1379 if (!m->tile_path[2]) 1252 if (!m->tile_available (2))
1380 return 1; 1253 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 1254
1385 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);
1386 } 1256 }
1387 1257
1388 /* Simple case - coordinates are within this local 1258 /* Simple case - coordinates are within this local
1402maptile * 1272maptile *
1403maptile::xy_find (sint16 &x, sint16 &y) 1273maptile::xy_find (sint16 &x, sint16 &y)
1404{ 1274{
1405 if (x < 0) 1275 if (x < 0)
1406 { 1276 {
1407 if (!tile_path[3]) 1277 if (!tile_available (3))
1408 return 0; 1278 return 0;
1409 1279
1410 find_and_link (this, 3);
1411 x += tile_map[3]->width; 1280 x += tile_map[3]->width;
1412 return tile_map[3]->xy_find (x, y); 1281 return tile_map[3]->xy_find (x, y);
1413 } 1282 }
1414 1283
1415 if (x >= width) 1284 if (x >= width)
1416 { 1285 {
1417 if (!tile_path[1]) 1286 if (!tile_available (1))
1418 return 0; 1287 return 0;
1419 1288
1420 find_and_link (this, 1);
1421 x -= width; 1289 x -= width;
1422 return tile_map[1]->xy_find (x, y); 1290 return tile_map[1]->xy_find (x, y);
1423 } 1291 }
1424 1292
1425 if (y < 0) 1293 if (y < 0)
1426 { 1294 {
1427 if (!tile_path[0]) 1295 if (!tile_available (0))
1428 return 0; 1296 return 0;
1429 1297
1430 find_and_link (this, 0);
1431 y += tile_map[0]->height; 1298 y += tile_map[0]->height;
1432 return tile_map[0]->xy_find (x, y); 1299 return tile_map[0]->xy_find (x, y);
1433 } 1300 }
1434 1301
1435 if (y >= height) 1302 if (y >= height)
1436 { 1303 {
1437 if (!tile_path[2]) 1304 if (!tile_available (2))
1438 return 0; 1305 return 0;
1439 1306
1440 find_and_link (this, 2);
1441 y -= height; 1307 y -= height;
1442 return tile_map[2]->xy_find (x, y); 1308 return tile_map[2]->xy_find (x, y);
1443 } 1309 }
1444 1310
1445 /* Simple case - coordinates are within this local 1311 /* Simple case - coordinates are within this local
1456adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1457{ 1323{
1458 if (!map1 || !map2) 1324 if (!map1 || !map2)
1459 return 0; 1325 return 0;
1460 1326
1461 //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
1462 //fix: compare paths instead (this is likely faster, too!) 1328 //fix: compare paths instead (this is likely faster, too!)
1463 if (map1 == map2) 1329 if (map1 == map2)
1464 { 1330 {
1465 *dx = 0; 1331 *dx = 0;
1466 *dy = 0; 1332 *dy = 0;
1648 else 1514 else
1649 { 1515 {
1650 retval->distance_x += op2->x - x; 1516 retval->distance_x += op2->x - x;
1651 retval->distance_y += op2->y - y; 1517 retval->distance_y += op2->y - y;
1652 1518
1653 retval->part = NULL; 1519 retval->part = 0;
1654 retval->distance = idistance (retval->distance_x, retval->distance_y); 1520 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1655 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1521 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1656 } 1522 }
1657} 1523}
1658 1524
1659/* 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
1670 int dx, dy; 1536 int dx, dy;
1671 1537
1672 return adjacent_map (op1->map, op2->map, &dx, &dy); 1538 return adjacent_map (op1->map, op2->map, &dx, &dy);
1673} 1539}
1674 1540
1541//-GPL
1542
1675object * 1543object *
1676maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1677{ 1545{
1678 if (!op->flag [FLAG_REMOVED])
1679 op->remove ();
1680
1681 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);
1682} 1547}
1683 1548
1684region * 1549region *
1685maptile::region (int x, int y) const 1550maptile::region (int x, int y) const
1694 return default_region; 1559 return default_region;
1695 1560
1696 return ::region::default_region (); 1561 return ::region::default_region ();
1697} 1562}
1698 1563
1564//+GPL
1565
1699/* picks a random object from a style map. 1566/* 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 */ 1567 */
1703object * 1568object *
1704maptile::pick_random_object () const 1569maptile::pick_random_object (rand_gen &gen) const
1705{ 1570{
1706 /* while returning a null object will result in a crash, that 1571 /* while returning a null object will result in a crash, that
1707 * is actually preferable to an infinite loop. That is because 1572 * is actually preferable to an infinite loop. That is because
1708 * most servers will automatically restart in case of crash. 1573 * most servers will automatically restart in case of crash.
1709 * Change the logic on getting the random space - shouldn't make 1574 * Change the logic on getting the random space - shouldn't make
1710 * any difference, but this seems clearer to me. 1575 * any difference, but this seems clearer to me.
1711 */ 1576 */
1712 for (int i = 1000; --i;) 1577 for (int i = 1000; --i;)
1713 { 1578 {
1714 object *pick = at (rndm (width), rndm (height)).bot; 1579 object *pick = at (gen (width), gen (height)).bot;
1715 1580
1716 // do not prefer big monsters just because they are big. 1581 // do not prefer big monsters just because they are big.
1717 if (pick && pick->head_ () == pick) 1582 if (pick && pick->is_head ())
1718 return pick->head_ (); 1583 return pick->head_ ();
1719 } 1584 }
1720 1585
1721 // instead of crashing in the unlikely(?) case, try to return *something* 1586 // instead of crashing in the unlikely(?) case, try to return *something*
1722 return get_archetype ("blocked"); 1587 return archetype::find (shstr_bug);
1723} 1588}
1724 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

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