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Comparing deliantra/server/common/map.C (file contents):
Revision 1.63 by root, Mon Jan 1 00:41:02 2007 UTC vs.
Revision 1.158 by root, Tue Feb 17 03:53:31 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 24#include <unistd.h>
29 25
26#include "global.h"
27#include "loader.h"
30#include "path.h" 28#include "path.h"
31 29
32/* 30sint8 maptile::outdoor_darkness;
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 31
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
172 * let the player through (inventory checkers for example) 106 * let the player through (inventory checkers for example)
173 */ 107 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 108 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 109 return 0;
176 110
177 if (ob->head != NULL)
178 ob = ob->head; 111 ob = ob->head_ ();
179 112
180 /* We basically go through the stack of objects, and if there is 113 /* 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 114 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 115 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 116 * ob is blocking it, so return 0.
213 else 146 else
214 { 147 {
215 /* Broke apart a big nasty if into several here to make 148 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 149 * this more readable. first check - if the space blocks
217 * movement, can't move here. 150 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 151 * second - if a monster, can't move there, unless it is a
219 * hidden dm 152 * hidden dm
220 */ 153 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 154 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1; 155 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 156
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 157 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob
159 && tmp != ob
160 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
225 return 1; 162 return 1;
226 } 163 }
227 164
228 } 165 }
229 return 0; 166 return 0;
230} 167}
231 168
232
233/* 169/*
234 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
239 * 175 *
240 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
241 * 177 *
242 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
254 * 190 *
255 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
257 * against the move_block values. 193 * against the move_block values.
258 */ 194 */
259int 195bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
261{ 197{
262 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
276 201
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 202 if (!pos.normalise ())
278 { 203 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 204
281 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 206
283 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 208 return 1;
285 209
286 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
287 211 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 213 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 215 continue;
295 216
296 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
298 */ 219 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
300 return P_NO_PASS; 221 return 1;
301 } 222 }
302 223
303 return 0; 224 return 0;
304} 225}
305 226
323 244
324 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
325 tmp = next; 246 tmp = next;
326 } 247 }
327 248
328 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
329 * carrying. 250 //TODO: remove
330 */ 251 container->update_weight ();
331 sum_weight (container); 252}
253
254void
255maptile::set_object_flag (int flag, int value)
256{
257 if (!spaces)
258 return;
259
260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
332} 276}
333 277
334/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
335 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
336 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
337 * they are saved). We do have to look for the old maps that did save 281 * they are saved).
338 * the more sections and not re-add sections for them.
339 */ 282 */
340void 283void
341maptile::link_multipart_objects () 284maptile::link_multipart_objects ()
342{ 285{
343 if (!spaces) 286 if (!spaces)
344 return; 287 return;
345 288
346 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 289 for (mapspace *ms = spaces + size (); ms-- > spaces; )
347 for (object *tmp = ms->bot; tmp; ) 290 {
291 object *op = ms->bot;
292 while (op)
348 { 293 {
349 object *above = tmp->above;
350
351 /* already multipart - don't do anything more */ 294 /* already multipart - don't do anything more */
352 if (!tmp->head && !tmp->more) 295 if (op->head_ () == op && !op->more && op->arch->more)
353 {
354 /* If there is nothing more to this object, this for loop
355 * won't do anything.
356 */
357 archetype *at;
358 object *last, *op;
359 for (at = tmp->arch->more, last = tmp;
360 at;
361 at = at->more, last = op)
362 { 296 {
363 op = arch_to_object (at); 297 op->remove ();
298 op->expand_tail ();
364 299
365 /* update x,y coordinates */ 300 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
366 op->x += tmp->x; 301 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
367 op->y += tmp->y; 302 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
368 op->head = tmp;
369 op->map = this;
370 last->more = op;
371 op->name = tmp->name;
372 op->title = tmp->title;
373
374 /* we could link all the parts onto tmp, and then just
375 * call insert_ob_in_map once, but the effect is the same,
376 * as insert_ob_in_map will call itself with each part, and
377 * the coding is simpler to just to it here with each part.
378 */
379 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 303 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
304
305 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
306 // so we have to reset the iteration through the mapspace
380 } 307 }
308 else
309 op = op->above;
381 } 310 }
382
383 tmp = above;
384 } 311 }
385} 312}
386 313
387/* 314/*
388 * Loads (ands parses) the objects into a given map from the specified 315 * Loads (ands parses) the objects into a given map from the specified
389 * file pointer. 316 * file pointer.
390 * mapflags is the same as we get with load_original_map
391 */ 317 */
392bool 318bool
393maptile::load_objects (object_thawer &thawer) 319maptile::_load_objects (object_thawer &f)
394{ 320{
395 int unique; 321 for (;;)
396 object *op, *prev = NULL, *last_more = NULL, *otmp;
397
398 op = object::create ();
399 op->map = this; /* To handle buttons correctly */
400
401 while (int i = load_object (thawer, op, 0))
402 { 322 {
403 /* if the archetype for the object is null, means that we 323 coroapi::cede_to_tick (); // cede once in a while
404 * got an invalid object. Don't do anything with it - the game 324
405 * or editor will not be able to do anything with it either. 325 switch (f.kw)
406 */
407 if (op->arch == NULL)
408 { 326 {
409 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 327 case KW_arch:
328 if (object *op = object::read (f, this))
329 {
330 // TODO: why?
331 if (op->inv)
332 op->update_weight ();
333
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) it's correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 *(ms.top ? &ms.top->above : &ms.bot) = op;
348
349 ms.top = op;
350 ms.flags_ = 0;
351 }
352 else
353 {
354 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
355 op->destroy ();
356 }
357 }
358
410 continue; 359 continue;
411 }
412 360
413 switch (i)
414 {
415 case LL_NORMAL:
416 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
417
418 if (op->inv)
419 sum_weight (op);
420
421 prev = op, last_more = op;
422 break;
423
424 case LL_MORE: 361 case KW_EOF:
425 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 362 return true;
426 op->head = prev, last_more->more = op, last_more = op; 363
364 default:
365 if (!f.parse_error ("map file"))
366 return false;
427 break; 367 break;
428 } 368 }
429 369
430 op = object::create (); 370 f.next ();
431 op->map = this;
432 }
433
434 op->destroy ();
435
436#if 0
437 for (i = 0; i < width; i++)
438 for (j = 0; j < height; j++)
439 {
440 unique = 0;
441 /* check for unique items, or unique squares */
442 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
443 {
444 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
445 unique = 1;
446
447 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
448 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
449 }
450 } 371 }
451#endif
452 372
453 return true; 373 return true;
454} 374}
455 375
456void 376void
457maptile::activate () 377maptile::activate ()
458{ 378{
459 if (!spaces) 379 if (spaces)
460 return;
461
462 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 380 for (mapspace *ms = spaces + size (); ms-- > spaces; )
463 for (object *op = ms->bot; op; op = op->above) 381 for (object *op = ms->bot; op; op = op->above)
464 op->activate_recursive (); 382 op->activate_recursive ();
465} 383}
466 384
467void 385void
468maptile::deactivate () 386maptile::deactivate ()
469{ 387{
470 if (!spaces) 388 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 389 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 390 for (object *op = ms->bot; op; op = op->above)
475 op->deactivate_recursive (); 391 op->deactivate_recursive ();
476} 392}
477 393
478bool 394bool
479maptile::save_objects (object_freezer &freezer, int flags) 395maptile::_save_objects (object_freezer &f, int flags)
480{ 396{
397 coroapi::cede_to_tick ();
398
481 if (flags & IO_HEADER) 399 if (flags & IO_HEADER)
482 save_header (freezer); 400 _save_header (f);
483 401
484 if (!spaces) 402 if (!spaces)
485 return false; 403 return false;
486 404
487 for (int i = 0; i < size (); ++i) 405 for (int i = 0; i < size (); ++i)
488 { 406 {
489 int unique = 0; 407 bool unique = 0;
408
490 for (object *op = spaces [i].bot; op; op = op->above) 409 for (object *op = spaces [i].bot; op; op = op->above)
491 { 410 {
492 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 411 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
493 unique = 1;
494 412
495 if (!op->can_map_save ()) 413 if (expect_false (!op->can_map_save ()))
496 continue; 414 continue;
497 415
498 if (unique || op->flag [FLAG_UNIQUE]) 416 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
499 { 417 {
500 if (flags & IO_UNIQUES) 418 if (flags & IO_UNIQUES)
501 save_object (freezer, op, 1); 419 op->write (f);
502 } 420 }
503 else if (flags & IO_OBJECTS) 421 else if (expect_true (flags & IO_OBJECTS))
504 save_object (freezer, op, 1); 422 op->write (f);
505 } 423 }
506 } 424 }
507 425
426 coroapi::cede_to_tick ();
427
508 return true; 428 return true;
509} 429}
510 430
511bool 431bool
512maptile::load_objects (const char *path, bool skip_header) 432maptile::_save_objects (const char *path, int flags)
513{ 433{
514 object_thawer thawer (path); 434 object_freezer freezer;
515 435
516 if (!thawer) 436 if (!_save_objects (freezer, flags))
517 return false; 437 return false;
518 438
519 if (skip_header)
520 for (;;)
521 {
522 keyword kw = thawer.get_kv ();
523
524 if (kw == KW_end)
525 break;
526
527 thawer.skip_kv (kw);
528 }
529
530 return load_objects (thawer);
531}
532
533bool
534maptile::save_objects (const char *path, int flags)
535{
536 object_freezer freezer;
537
538 if (!save_objects (freezer, flags))
539 return false;
540
541 return freezer.save (path); 439 return freezer.save (path);
542} 440}
543 441
544maptile::maptile () 442maptile::maptile ()
545{ 443{
546 in_memory = MAP_SWAPPED; 444 in_memory = MAP_SWAPPED;
547 445
548 /* The maps used to pick up default x and y values from the 446 /* The maps used to pick up default x and y values from the
549 * map archetype. Mimic that behaviour. 447 * map archetype. Mimic that behaviour.
550 */ 448 */
551 width = 16; 449 width = 16;
552 height = 16; 450 height = 16;
553 reset_timeout = 0;
554 timeout = 300; 451 timeout = 300;
555 enter_x = 0; 452 max_nrof = 1000; // 1000 items of anything
556 enter_y = 0; 453 max_volume = 2000000; // 2m³
557} 454}
558 455
559maptile::maptile (int w, int h) 456maptile::maptile (int w, int h)
560{ 457{
561 in_memory = MAP_SWAPPED; 458 in_memory = MAP_SWAPPED;
707 * This could be done in lex (like the object loader), but I think 604 * This could be done in lex (like the object loader), but I think
708 * currently, there are few enough fields this is not a big deal. 605 * currently, there are few enough fields this is not a big deal.
709 * MSW 2001-07-01 606 * MSW 2001-07-01
710 */ 607 */
711bool 608bool
712maptile::load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
713{ 610{
714 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
715 int msgpos = 0;
716 int maplorepos = 0;
717
718 for (;;) 611 for (;;)
719 { 612 {
720 keyword kw = thawer.get_kv ();
721
722 switch (kw) 613 switch (thawer.kw)
723 { 614 {
724 case KW_EOF:
725 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
726 return false;
727
728 case KW_end:
729 return true;
730
731 case KW_msg: 615 case KW_msg:
732 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
733 break; 617 break;
734 618
735 case KW_lore: // CF+ extension 619 case KW_lore: // CF+ extension
766 case KW_winddir: thawer.get (winddir); break; 650 case KW_winddir: thawer.get (winddir); break;
767 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
768 652
769 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
770 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
771 657
772 case KW_region: get_region_by_name (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
773 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
774 660
775 // old names new names 661 // old names new names
776 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 662 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
777 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 663 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
786 case KW_tile_path_1: thawer.get (tile_path [0]); break; 672 case KW_tile_path_1: thawer.get (tile_path [0]); break;
787 case KW_tile_path_2: thawer.get (tile_path [1]); break; 673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
788 case KW_tile_path_3: thawer.get (tile_path [2]); break; 674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
789 case KW_tile_path_4: thawer.get (tile_path [3]); break; 675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
790 676
677 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value);
679 break;
680
681 case KW_end:
682 thawer.next ();
683 return true;
684
791 default: 685 default:
792 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 686 if (!thawer.parse_error ("map", 0))
687 return false;
793 break; 688 break;
794 } 689 }
690
691 thawer.next ();
795 } 692 }
796 693
797 abort (); 694 abort ();
798}
799
800bool
801maptile::load_header (const char *path)
802{
803 object_thawer thawer (path);
804
805 if (!thawer)
806 return false;
807
808 return load_header (thawer);
809} 695}
810 696
811/****************************************************************************** 697/******************************************************************************
812 * This is the start of unique map handling code 698 * This is the start of unique map handling code
813 *****************************************************************************/ 699 *****************************************************************************/
824 object *above = op->above; 710 object *above = op->above;
825 711
826 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
827 unique = 1; 713 unique = 1;
828 714
829 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
830 {
831 op->destroy_inv (false);
832 op->destroy (); 716 op->destroy ();
833 }
834 717
835 op = above; 718 op = above;
836 } 719 }
837 } 720 }
838} 721}
839 722
840bool 723bool
841maptile::save_header (object_freezer &freezer) 724maptile::_save_header (object_freezer &freezer)
842{ 725{
843#define MAP_OUT(k) freezer.put (KW_ ## k, k) 726#define MAP_OUT(k) freezer.put (KW_ ## k, k)
844#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
845 728
846 MAP_OUT2 (arch, "map"); 729 MAP_OUT2 (arch, "map");
848 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
849 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
850 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
851 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
852 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
853 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
854 739
855 if (region) MAP_OUT2 (region, region->name); 740 if (default_region) MAP_OUT2 (region, default_region->name);
856 741
857 if (shopitems) 742 if (shopitems)
858 { 743 {
859 char shop[MAX_BUF]; 744 char shop[MAX_BUF];
860 print_shop_string (this, shop); 745 print_shop_string (this, shop);
895 780
896 return true; 781 return true;
897} 782}
898 783
899bool 784bool
900maptile::save_header (const char *path) 785maptile::_save_header (const char *path)
901{ 786{
902 object_freezer freezer; 787 object_freezer freezer;
903 788
904 if (!save_header (freezer)) 789 if (!_save_header (freezer))
905 return false; 790 return false;
906 791
907 return freezer.save (path); 792 return freezer.save (path);
908} 793}
909 794
911 * Remove and free all objects in the given map. 796 * Remove and free all objects in the given map.
912 */ 797 */
913void 798void
914maptile::clear () 799maptile::clear ()
915{ 800{
916 if (!spaces) 801 if (spaces)
917 return; 802 {
918
919 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 803 for (mapspace *ms = spaces + size (); ms-- > spaces; )
920 while (object *op = ms->bot) 804 while (object *op = ms->bot)
921 { 805 {
806 // manually remove, as to not trigger anything
807 if (ms->bot = op->above)
808 ms->bot->below = 0;
809
810 op->flag [FLAG_REMOVED] = true;
811
812 object *head = op->head_ ();
922 if (op->head) 813 if (op == head)
923 op = op->head;
924
925 op->destroy_inv (false);
926 op->destroy (); 814 op->destroy ();
815 else if (head->map != op->map)
816 {
817 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
818 head->destroy ();
819 }
820 }
821
822 sfree0 (spaces, size ());
927 } 823 }
928
929 sfree (spaces, size ()), spaces = 0;
930 824
931 if (buttons) 825 if (buttons)
932 free_objectlinkpt (buttons), buttons = 0; 826 free_objectlinkpt (buttons), buttons = 0;
827
828 sfree0 (regions, size ());
829 delete [] regionmap; regionmap = 0;
933} 830}
934 831
935void 832void
936maptile::clear_header () 833maptile::clear_header ()
937{ 834{
969 attachable::do_destroy (); 866 attachable::do_destroy ();
970 867
971 clear (); 868 clear ();
972} 869}
973 870
974/* 871/* decay and destroy perishable items in a map */
975 * Updates every button on the map (by calling update_button() for them).
976 */
977void 872void
978maptile::update_buttons () 873maptile::do_decay_objects ()
979{ 874{
980 for (oblinkpt *obp = buttons; obp; obp = obp->next) 875 if (!spaces)
981 for (objectlink *ol = obp->link; ol; ol = ol->next) 876 return;
877
878 for (mapspace *ms = spaces + size (); ms-- > spaces; )
879 for (object *above, *op = ms->bot; op; op = above)
982 { 880 {
983 if (!ol->ob) 881 above = op->above;
882
883 bool destroy = 0;
884
885 // do not decay anything above unique floor tiles (yet :)
886 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
887 break;
888
889 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
890 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
891 || QUERY_FLAG (op, FLAG_UNIQUE)
892 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || QUERY_FLAG (op, FLAG_UNPAID)
894 || op->is_alive ())
895 ; // do not decay
896 else if (op->is_weapon ())
984 { 897 {
985 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 898 op->stats.dam--;
986 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 899 if (op->stats.dam < 0)
987 continue; 900 destroy = 1;
988 } 901 }
989 902 else if (op->is_armor ())
990 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
991 { 903 {
992 update_button (ol->ob); 904 op->stats.ac--;
993 break; 905 if (op->stats.ac < 0)
906 destroy = 1;
994 } 907 }
908 else if (op->type == FOOD)
909 {
910 op->stats.food -= rndm (5, 20);
911 if (op->stats.food < 0)
912 destroy = 1;
913 }
914 else
915 {
916 int mat = op->materials;
917
918 if (mat & M_PAPER
919 || mat & M_LEATHER
920 || mat & M_WOOD
921 || mat & M_ORGANIC
922 || mat & M_CLOTH
923 || mat & M_LIQUID
924 || (mat & M_IRON && rndm (1, 5) == 1)
925 || (mat & M_GLASS && rndm (1, 2) == 1)
926 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
927 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
928 || (mat & M_ICE && temp > 32))
929 destroy = 1;
930 }
931
932 /* adjust overall chance below */
933 if (destroy && rndm (0, 1))
934 op->destroy ();
995 } 935 }
996} 936}
997 937
998/* 938/*
999 * This routine is supposed to find out the difficulty of the map. 939 * This routine is supposed to find out the difficulty of the map.
1000 * difficulty does not have a lot to do with character level, 940 * difficulty does not have a lot to do with character level,
1001 * but does have a lot to do with treasure on the map. 941 * but does have a lot to do with treasure on the map.
1002 * 942 *
1003 * Difficulty can now be set by the map creature. If the value stored 943 * Difficulty can now be set by the map creator. If the value stored
1004 * in the map is zero, then use this routine. Maps should really 944 * in the map is zero, then use this routine. Maps should really
1005 * have a difficulty set than using this function - human calculation 945 * have a difficulty set rather than using this function - human calculation
1006 * is much better than this functions guesswork. 946 * is much better than this function's guesswork.
1007 */ 947 */
1008int 948int
1009maptile::estimate_difficulty () const 949maptile::estimate_difficulty () const
1010{ 950{
1011 long monster_cnt = 0; 951 long monster_cnt = 0;
1023 963
1024 if (QUERY_FLAG (op, FLAG_GENERATOR)) 964 if (QUERY_FLAG (op, FLAG_GENERATOR))
1025 { 965 {
1026 total_exp += op->stats.exp; 966 total_exp += op->stats.exp;
1027 967
1028 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 968 if (archetype *at = op->other_arch)
969 {
1029 total_exp += at->clone.stats.exp * 8; 970 total_exp += at->stats.exp * 8;
1030
1031 monster_cnt++; 971 monster_cnt++;
972 }
973
974 for (object *inv = op->inv; inv; inv = inv->below)
975 {
976 total_exp += op->stats.exp * 8;
977 monster_cnt++;
978 }
1032 } 979 }
1033 } 980 }
1034 981
1035 avgexp = (double) total_exp / monster_cnt; 982 avgexp = (double) total_exp / monster_cnt;
1036 983
1049 * postive values make it darker, negative make it brighter 996 * postive values make it darker, negative make it brighter
1050 */ 997 */
1051int 998int
1052maptile::change_map_light (int change) 999maptile::change_map_light (int change)
1053{ 1000{
1054 int new_level = darkness + change;
1055
1056 /* Nothing to do */ 1001 /* Nothing to do */
1057 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1002 if (!change)
1058 return 0; 1003 return 0;
1059 1004
1060 /* inform all players on the map */ 1005 /* inform all players on the map */
1061 if (change > 0) 1006 if (change > 0)
1062 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1063 else 1008 else
1064 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1065 1010
1066 /* Do extra checking. since darkness is a unsigned value, 1011 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1067 * we need to be extra careful about negative values.
1068 * In general, the checks below are only needed if change
1069 * is not +/-1
1070 */
1071 if (new_level < 0)
1072 darkness = 0;
1073 else if (new_level >= MAX_DARKNESS)
1074 darkness = MAX_DARKNESS;
1075 else
1076 darkness = new_level;
1077 1012
1078 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1079 update_all_map_los (this); 1014 update_all_map_los (this);
1015
1080 return 1; 1016 return 1;
1081} 1017}
1082 1018
1083/* 1019/*
1084 * This function updates various attributes about a specific space 1020 * This function updates various attributes about a specific space
1087 * through, etc) 1023 * through, etc)
1088 */ 1024 */
1089void 1025void
1090mapspace::update_ () 1026mapspace::update_ ()
1091{ 1027{
1092 object *tmp, *last = 0; 1028 object *last = 0;
1093 uint8 flags = 0, light = 0, anywhere = 0; 1029 uint8 flags = P_UPTODATE, anywhere = 0;
1094 New_Face *top, *floor, *middle; 1030 sint8 light = 0;
1095 object *top_obj, *floor_obj, *middle_obj;
1096 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1097 1032
1098 middle = blank_face; 1033 //object *middle = 0;
1099 top = blank_face; 1034 //object *top = 0;
1100 floor = blank_face; 1035 //object *floor = 0;
1036 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0;
1039 object *&floor = faces_obj[2] = 0;
1101 1040
1102 middle_obj = 0;
1103 top_obj = 0;
1104 floor_obj = 0;
1105
1106 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1107 { 1042 {
1108 /* This could be made additive I guess (two lights better than 1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1109 * one). But if so, it shouldn't be a simple additive - 2
1110 * light bulbs do not illuminate twice as far as once since
1111 * it is a dissapation factor that is cubed.
1112 */
1113 if (tmp->glow_radius > light)
1114 light = tmp->glow_radius; 1044 light += tmp->glow_radius;
1115 1045
1116 /* This call is needed in order to update objects the player 1046 /* This call is needed in order to update objects the player
1117 * is standing in that have animations (ie, grass, fire, etc). 1047 * is standing in that have animations (ie, grass, fire, etc).
1118 * However, it also causes the look window to be re-drawn 1048 * However, it also causes the look window to be re-drawn
1119 * 3 times each time the player moves, because many of the 1049 * 3 times each time the player moves, because many of the
1122 * Always put the player down for drawing. 1052 * Always put the player down for drawing.
1123 */ 1053 */
1124 if (!tmp->invisible) 1054 if (!tmp->invisible)
1125 { 1055 {
1126 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1127 {
1128 top = tmp->face;
1129 top_obj = tmp; 1057 top = tmp;
1130 }
1131 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1132 { 1059 {
1133 /* If we got a floor, that means middle and top were below it, 1060 /* If we got a floor, that means middle and top were below it,
1134 * so should not be visible, so we clear them. 1061 * so should not be visible, so we clear them.
1135 */ 1062 */
1136 middle = blank_face; 1063 middle = 0;
1137 top = blank_face; 1064 top = 0;
1138 floor = tmp->face;
1139 floor_obj = tmp; 1065 floor = tmp;
1140 } 1066 }
1141 /* Flag anywhere have high priority */ 1067 /* Flag anywhere have high priority */
1142 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1143 { 1069 {
1144 middle = tmp->face;
1145
1146 middle_obj = tmp; 1070 middle = tmp;
1147 anywhere = 1; 1071 anywhere = 1;
1148 } 1072 }
1073
1149 /* Find the highest visible face around. If equal 1074 /* Find the highest visible face around. If equal
1150 * visibilities, we still want the one nearer to the 1075 * visibilities, we still want the one nearer to the
1151 * top 1076 * top
1152 */ 1077 */
1153 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1154 {
1155 middle = tmp->face;
1156 middle_obj = tmp; 1079 middle = tmp;
1157 }
1158 } 1080 }
1159 1081
1160 if (tmp == tmp->above) 1082 if (tmp == tmp->above)
1161 { 1083 {
1162 LOG (llevError, "Error in structure of map\n"); 1084 LOG (llevError, "Error in structure of map\n");
1175 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1176 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1177 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1178 } 1100 }
1179 1101
1180 this->light = light; 1102 this->light = min (light, MAX_LIGHT_RADIUS);
1181 this->flags_ = flags; 1103 this->flags_ = flags;
1182 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1183 this->move_on = move_on; 1105 this->move_on = move_on;
1184 this->move_off = move_off; 1106 this->move_off = move_off;
1185 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1197 * middle face. This should not happen, as we already have the 1119 * middle face. This should not happen, as we already have the
1198 * else statement above so middle should not get set. OTOH, it 1120 * else statement above so middle should not get set. OTOH, it
1199 * may be possible for the faces to match but be different objects. 1121 * may be possible for the faces to match but be different objects.
1200 */ 1122 */
1201 if (top == middle) 1123 if (top == middle)
1202 middle = blank_face; 1124 middle = 0;
1203 1125
1204 /* There are three posibilities at this point: 1126 /* There are three posibilities at this point:
1205 * 1) top face is set, need middle to be set. 1127 * 1) top face is set, need middle to be set.
1206 * 2) middle is set, need to set top. 1128 * 2) middle is set, need to set top.
1207 * 3) neither middle or top is set - need to set both. 1129 * 3) neither middle or top is set - need to set both.
1208 */ 1130 */
1209 1131
1210 for (tmp = last; tmp; tmp = tmp->below) 1132 for (object *tmp = last; tmp; tmp = tmp->below)
1211 { 1133 {
1212 /* Once we get to a floor, stop, since we already have a floor object */ 1134 /* Once we get to a floor, stop, since we already have a floor object */
1213 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1214 break; 1136 break;
1215 1137
1216 /* If two top faces are already set, quit processing */ 1138 /* If two top faces are already set, quit processing */
1217 if ((top != blank_face) && (middle != blank_face)) 1139 if (top && middle)
1218 break; 1140 break;
1219 1141
1220 /* Only show visible faces, unless its the editor - show all */ 1142 /* Only show visible faces */
1221 if (!tmp->invisible || editor) 1143 if (!tmp->invisible)
1222 { 1144 {
1223 /* Fill in top if needed */ 1145 /* Fill in top if needed */
1224 if (top == blank_face) 1146 if (!top)
1225 { 1147 {
1226 top = tmp->face;
1227 top_obj = tmp; 1148 top = tmp;
1228 if (top == middle) 1149 if (top == middle)
1229 middle = blank_face; 1150 middle = 0;
1230 } 1151 }
1231 else 1152 else
1232 { 1153 {
1233 /* top is already set - we should only get here if 1154 /* top is already set - we should only get here if
1234 * middle is not set 1155 * middle is not set
1235 * 1156 *
1236 * Set the middle face and break out, since there is nothing 1157 * Set the middle face and break out, since there is nothing
1237 * more to fill in. We don't check visiblity here, since 1158 * more to fill in. We don't check visiblity here, since
1238 * 1159 *
1239 */ 1160 */
1240 if (tmp->face != top) 1161 if (tmp != top)
1241 { 1162 {
1242 middle = tmp->face;
1243 middle_obj = tmp; 1163 middle = tmp;
1244 break; 1164 break;
1245 } 1165 }
1246 } 1166 }
1247 } 1167 }
1248 } 1168 }
1249 1169
1250 if (middle == floor) 1170 if (middle == floor)
1251 middle = blank_face; 1171 middle = 0;
1252 1172
1253 if (top == middle) 1173 if (top == middle)
1254 middle = blank_face; 1174 middle = 0;
1255 1175
1256 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1176#if 0
1257 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1177 faces_obj [0] = top;
1258 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1178 faces_obj [1] = middle;
1179 faces_obj [2] = floor;
1180#endif
1259} 1181}
1260 1182
1261/* this updates the orig_map->tile_map[tile_num] value after loading 1183uint64
1262 * the map. It also takes care of linking back the freshly loaded 1184mapspace::volume () const
1263 * maps tile_map values if it tiles back to this one. It returns
1264 * the value of orig_map->tile_map[tile_num]. It really only does this
1265 * so that it is easier for calling functions to verify success.
1266 */
1267static maptile *
1268load_and_link_tiled_map (maptile *orig_map, int tile_num)
1269{ 1185{
1270 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1186 uint64 vol = 0;
1271 1187
1272 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1188 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1273 { 1189 vol += op->volume ();
1274 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1190
1275 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1191 return vol;
1276 &orig_map->tile_path[tile_num], &orig_map->path); 1192}
1277 mp = new maptile (1, 1); 1193
1278 mp->alloc (); 1194maptile *
1279 mp->in_memory = MAP_IN_MEMORY; 1195maptile::tile_available (int dir, bool load)
1196{
1197 if (tile_path[dir])
1280 } 1198 {
1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1200 return tile_map[dir];
1281 1201
1282 int dest_tile = (tile_num + 2) % 4; 1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1203 return tile_map[dir];
1204 }
1283 1205
1284 orig_map->tile_map[tile_num] = mp;
1285
1286 // optimisation: back-link map to origin map if euclidean
1287 //TODO: non-euclidean maps MUST GO
1288 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1289 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1290
1291 return mp; 1206 return 0;
1292} 1207}
1293 1208
1294/* this returns TRUE if the coordinates (x,y) are out of 1209/* this returns TRUE if the coordinates (x,y) are out of
1295 * map m. This function also takes into account any 1210 * map m. This function also takes into account any
1296 * tiling considerations, loading adjacant maps as needed. 1211 * tiling considerations, loading adjacant maps as needed.
1309 if (!m) 1224 if (!m)
1310 return 0; 1225 return 0;
1311 1226
1312 if (x < 0) 1227 if (x < 0)
1313 { 1228 {
1314 if (!m->tile_path[3]) 1229 if (!m->tile_available (3))
1315 return 1; 1230 return 1;
1316 1231
1317 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1318 load_and_link_tiled_map (m, 3);
1319
1320 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1232 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1321 } 1233 }
1322 1234
1323 if (x >= m->width) 1235 if (x >= m->width)
1324 { 1236 {
1325 if (!m->tile_path[1]) 1237 if (!m->tile_available (1))
1326 return 1; 1238 return 1;
1327 1239
1328 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 1);
1330
1331 return out_of_map (m->tile_map[1], x - m->width, y); 1240 return out_of_map (m->tile_map[1], x - m->width, y);
1332 } 1241 }
1333 1242
1334 if (y < 0) 1243 if (y < 0)
1335 { 1244 {
1336 if (!m->tile_path[0]) 1245 if (!m->tile_available (0))
1337 return 1; 1246 return 1;
1338 1247
1339 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 0);
1341
1342 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1248 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1343 } 1249 }
1344 1250
1345 if (y >= m->height) 1251 if (y >= m->height)
1346 { 1252 {
1347 if (!m->tile_path[2]) 1253 if (!m->tile_available (2))
1348 return 1; 1254 return 1;
1349
1350 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 2);
1352 1255
1353 return out_of_map (m->tile_map[2], x, y - m->height); 1256 return out_of_map (m->tile_map[2], x, y - m->height);
1354 } 1257 }
1355 1258
1356 /* Simple case - coordinates are within this local 1259 /* Simple case - coordinates are within this local
1361 1264
1362/* This is basically the same as out_of_map above, but 1265/* This is basically the same as out_of_map above, but
1363 * instead we return NULL if no map is valid (coordinates 1266 * instead we return NULL if no map is valid (coordinates
1364 * out of bounds and no tiled map), otherwise it returns 1267 * out of bounds and no tiled map), otherwise it returns
1365 * the map as that the coordinates are really on, and 1268 * the map as that the coordinates are really on, and
1366 * updates x and y to be the localized coordinates. 1269 * updates x and y to be the localised coordinates.
1367 * Using this is more efficient of calling out_of_map 1270 * Using this is more efficient of calling out_of_map
1368 * and then figuring out what the real map is 1271 * and then figuring out what the real map is
1369 */ 1272 */
1370maptile * 1273maptile *
1371get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1274maptile::xy_find (sint16 &x, sint16 &y)
1372{ 1275{
1373 if (*x < 0) 1276 if (x < 0)
1374 { 1277 {
1375 if (!m->tile_path[3]) 1278 if (!tile_available (3))
1376 return 0; 1279 return 0;
1377 1280
1378 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1379 load_and_link_tiled_map (m, 3);
1380
1381 *x += m->tile_map[3]->width; 1281 x += tile_map[3]->width;
1382 return (get_map_from_coord (m->tile_map[3], x, y)); 1282 return tile_map[3]->xy_find (x, y);
1383 } 1283 }
1384 1284
1385 if (*x >= m->width) 1285 if (x >= width)
1386 { 1286 {
1387 if (!m->tile_path[1]) 1287 if (!tile_available (1))
1388 return 0; 1288 return 0;
1389 1289
1390 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1391 load_and_link_tiled_map (m, 1);
1392
1393 *x -= m->width; 1290 x -= width;
1394 return (get_map_from_coord (m->tile_map[1], x, y)); 1291 return tile_map[1]->xy_find (x, y);
1395 } 1292 }
1396 1293
1397 if (*y < 0) 1294 if (y < 0)
1398 { 1295 {
1399 if (!m->tile_path[0]) 1296 if (!tile_available (0))
1400 return 0; 1297 return 0;
1401 1298
1402 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1403 load_and_link_tiled_map (m, 0);
1404
1405 *y += m->tile_map[0]->height; 1299 y += tile_map[0]->height;
1406 return (get_map_from_coord (m->tile_map[0], x, y)); 1300 return tile_map[0]->xy_find (x, y);
1407 } 1301 }
1408 1302
1409 if (*y >= m->height) 1303 if (y >= height)
1410 { 1304 {
1411 if (!m->tile_path[2]) 1305 if (!tile_available (2))
1412 return 0; 1306 return 0;
1413 1307
1414 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1415 load_and_link_tiled_map (m, 2);
1416
1417 *y -= m->height; 1308 y -= height;
1418 return (get_map_from_coord (m->tile_map[2], x, y)); 1309 return tile_map[2]->xy_find (x, y);
1419 } 1310 }
1420 1311
1421 /* Simple case - coordinates are within this local 1312 /* Simple case - coordinates are within this local
1422 * map. 1313 * map.
1423 */ 1314 */
1424 return m; 1315 return this;
1425} 1316}
1426 1317
1427/** 1318/**
1428 * Return whether map2 is adjacent to map1. If so, store the distance from 1319 * Return whether map2 is adjacent to map1. If so, store the distance from
1429 * map1 to map2 in dx/dy. 1320 * map1 to map2 in dx/dy.
1430 */ 1321 */
1431static int 1322int
1432adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1323adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1433{ 1324{
1434 if (!map1 || !map2) 1325 if (!map1 || !map2)
1435 return 0; 1326 return 0;
1436 1327
1328 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1329 //fix: compare paths instead (this is likely faster, too!)
1437 if (map1 == map2) 1330 if (map1 == map2)
1438 { 1331 {
1439 *dx = 0; 1332 *dx = 0;
1440 *dy = 0; 1333 *dy = 0;
1441 } 1334 }
1501 } 1394 }
1502 else 1395 else
1503 return 0; 1396 return 0;
1504 1397
1505 return 1; 1398 return 1;
1399}
1400
1401maptile *
1402maptile::xy_load (sint16 &x, sint16 &y)
1403{
1404 maptile *map = xy_find (x, y);
1405
1406 if (map)
1407 map->load_sync ();
1408
1409 return map;
1410}
1411
1412maptile *
1413get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1414{
1415 return m->xy_load (*x, *y);
1506} 1416}
1507 1417
1508/* From map.c 1418/* From map.c
1509 * This is used by get_player to determine where the other 1419 * This is used by get_player to determine where the other
1510 * creature is. get_rangevector takes into account map tiling, 1420 * creature is. get_rangevector takes into account map tiling,
1511 * so you just can not look the the map coordinates and get the 1421 * so you just can not look the the map coordinates and get the
1512 * righte value. distance_x/y are distance away, which 1422 * righte value. distance_x/y are distance away, which
1513 * can be negativbe. direction is the crossfire direction scheme 1423 * can be negative. direction is the crossfire direction scheme
1514 * that the creature should head. part is the part of the 1424 * that the creature should head. part is the part of the
1515 * monster that is closest. 1425 * monster that is closest.
1516 * 1426 *
1517 * get_rangevector looks at op1 and op2, and fills in the 1427 * get_rangevector looks at op1 and op2, and fills in the
1518 * structure for op1 to get to op2. 1428 * structure for op1 to get to op2.
1529get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1439get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1530{ 1440{
1531 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1441 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1532 { 1442 {
1533 /* be conservative and fill in _some_ data */ 1443 /* be conservative and fill in _some_ data */
1534 retval->distance = 100000; 1444 retval->distance = 10000;
1535 retval->distance_x = 32767; 1445 retval->distance_x = 10000;
1536 retval->distance_y = 32767; 1446 retval->distance_y = 10000;
1537 retval->direction = 0; 1447 retval->direction = 0;
1538 retval->part = 0; 1448 retval->part = 0;
1539 } 1449 }
1540 else 1450 else
1541 { 1451 {
1546 1456
1547 best = op1; 1457 best = op1;
1548 /* If this is multipart, find the closest part now */ 1458 /* If this is multipart, find the closest part now */
1549 if (!(flags & 0x1) && op1->more) 1459 if (!(flags & 0x1) && op1->more)
1550 { 1460 {
1551 object *tmp;
1552 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1461 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1553 1462
1554 /* we just take the offset of the piece to head to figure 1463 /* we just take the offset of the piece to head to figure
1555 * distance instead of doing all that work above again 1464 * distance instead of doing all that work above again
1556 * since the distance fields we set above are positive in the 1465 * since the distance fields we set above are positive in the
1557 * same axis as is used for multipart objects, the simply arithmetic 1466 * same axis as is used for multipart objects, the simply arithmetic
1558 * below works. 1467 * below works.
1559 */ 1468 */
1560 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1561 { 1470 {
1562 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1471 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1563 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1472 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1564 if (tmpi < best_distance) 1473 if (tmpi < best_distance)
1565 { 1474 {
1566 best_distance = tmpi; 1475 best_distance = tmpi;
1567 best = tmp; 1476 best = tmp;
1568 } 1477 }
1569 } 1478 }
1479
1570 if (best != op1) 1480 if (best != op1)
1571 { 1481 {
1572 retval->distance_x += op1->x - best->x; 1482 retval->distance_x += op1->x - best->x;
1573 retval->distance_y += op1->y - best->y; 1483 retval->distance_y += op1->y - best->y;
1574 } 1484 }
1575 } 1485 }
1486
1576 retval->part = best; 1487 retval->part = best;
1577 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1488 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1578 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1489 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1579 } 1490 }
1580} 1491}
1581 1492
1582/* this is basically the same as get_rangevector above, but instead of 1493/* this is basically the same as get_rangevector above, but instead of
1587 * flags has no meaning for this function at this time - I kept it in to 1498 * flags has no meaning for this function at this time - I kept it in to
1588 * be more consistant with the above function and also in case they are needed 1499 * be more consistant with the above function and also in case they are needed
1589 * for something in the future. Also, since no object is pasted, the best 1500 * for something in the future. Also, since no object is pasted, the best
1590 * field of the rv_vector is set to NULL. 1501 * field of the rv_vector is set to NULL.
1591 */ 1502 */
1592
1593void 1503void
1594get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1504get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1595{ 1505{
1596 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1506 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1597 { 1507 {
1598 /* be conservative and fill in _some_ data */ 1508 /* be conservative and fill in _some_ data */
1599 retval->distance = 100000; 1509 retval->distance = 100000;
1606 { 1516 {
1607 retval->distance_x += op2->x - x; 1517 retval->distance_x += op2->x - x;
1608 retval->distance_y += op2->y - y; 1518 retval->distance_y += op2->y - y;
1609 1519
1610 retval->part = NULL; 1520 retval->part = NULL;
1611 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1521 retval->distance = idistance (retval->distance_x, retval->distance_y);
1612 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1613 } 1523 }
1614} 1524}
1615 1525
1616/* Returns true of op1 and op2 are effectively on the same map 1526/* Returns true of op1 and op2 are effectively on the same map
1630} 1540}
1631 1541
1632object * 1542object *
1633maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1634{ 1544{
1635 if (!op->flag [FLAG_REMOVED])
1636 op->remove ();
1637
1638 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1639} 1546}
1640 1547
1548region *
1549maptile::region (int x, int y) const
1550{
1551 if (regions
1552 && regionmap
1553 && !OUT_OF_REAL_MAP (this, x, y))
1554 if (struct region *reg = regionmap [regions [y * width + x]])
1555 return reg;
1556
1557 if (default_region)
1558 return default_region;
1559
1560 return ::region::default_region ();
1561}
1562
1563/* picks a random object from a style map.
1564 */
1565object *
1566maptile::pick_random_object (rand_gen &gen) const
1567{
1568 /* while returning a null object will result in a crash, that
1569 * is actually preferable to an infinite loop. That is because
1570 * most servers will automatically restart in case of crash.
1571 * Change the logic on getting the random space - shouldn't make
1572 * any difference, but this seems clearer to me.
1573 */
1574 for (int i = 1000; --i;)
1575 {
1576 object *pick = at (gen (width), gen (height)).bot;
1577
1578 // do not prefer big monsters just because they are big.
1579 if (pick && pick->is_head ())
1580 return pick->head_ ();
1581 }
1582
1583 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug");
1585}
1586
1587void
1588maptile::play_sound (faceidx sound, int x, int y) const
1589{
1590 if (!sound)
1591 return;
1592
1593 for_all_players_on_map (pl, this)
1594 if (client *ns = pl->ns)
1595 {
1596 int dx = x - pl->ob->x;
1597 int dy = y - pl->ob->y;
1598
1599 int distance = idistance (dx, dy);
1600
1601 if (distance <= MAX_SOUND_DISTANCE)
1602 ns->play_sound (sound, dx, dy);
1603 }
1604}
1605
1606void
1607maptile::say_msg (const char *msg, int x, int y) const
1608{
1609 for_all_players (pl)
1610 if (client *ns = pl->ns)
1611 {
1612 int dx = x - pl->ob->x;
1613 int dy = y - pl->ob->y;
1614
1615 int distance = idistance (dx, dy);
1616
1617 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 }
1620}
1621
1622static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{
1625 // clip to map to the left
1626 if (x0 < 0)
1627 {
1628 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1629 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630
1631 if (x1 < 0) // entirely to the left
1632 return;
1633
1634 x0 = 0;
1635 }
1636
1637 // clip to map to the right
1638 if (x1 > m->width)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1641 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642
1643 if (x0 > m->width) // entirely to the right
1644 return;
1645
1646 x1 = m->width;
1647 }
1648
1649 // clip to map above
1650 if (y0 < 0)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_UP, 1))
1653 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654
1655 if (y1 < 0) // entirely above
1656 return;
1657
1658 y0 = 0;
1659 }
1660
1661 // clip to map below
1662 if (y1 > m->height)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1665 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666
1667 if (y0 > m->height) // entirely below
1668 return;
1669
1670 y1 = m->height;
1671 }
1672
1673 // if we get here, the rect is within the current map
1674 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1675
1676 r->m = m;
1677 r->x0 = x0;
1678 r->y0 = y0;
1679 r->x1 = x1;
1680 r->y1 = y1;
1681 r->dx = dx;
1682 r->dy = dy;
1683}
1684
1685maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1687{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear ();
1690
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692
1693 // add end marker
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695 r->m = 0;
1696
1697 return (maprect *)buf.linearise ();
1698}
1699

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