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Comparing deliantra/server/common/map.C (file contents):
Revision 1.85 by root, Wed Feb 7 23:50:01 2007 UTC vs.
Revision 1.161 by root, Mon Oct 12 21:27:55 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 31sint8 maptile::outdoor_darkness;
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47
48/*
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 32
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 71 * by the caller.
139 */ 72 */
140int 73int
141blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 75{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 77 * have already checked this.
148 */ 78 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 80 {
153 } 83 }
154 84
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
156 * directly. 86 * directly.
157 */ 87 */
158 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
159 89
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
161 92
162 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 95 * things we need to do for players.
165 */ 96 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 98 return 0;
168 99
169 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
175 */ 106 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 108 return 0;
178 109
179 if (ob->head != NULL)
180 ob = ob->head; 110 ob = ob->head_ ();
181 111
182 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
186 */ 116 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
188 { 118 {
189
190 /* This must be before the checks below. Code for inventory checkers. */ 119 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 121 {
122 bool have = check_inv_recursive (ob, tmp);
123
193 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
194 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
195 * pass through this space. 126 * pass through this space.
196 */ 127 */
197 if (tmp->last_sp) 128 if (tmp->last_sp)
198 { 129 {
199 if (check_inv_recursive (ob, tmp) == NULL) 130 if (!have)
200 return 1; 131 return 1;
201 else
202 continue;
203 } 132 }
204 else 133 else
205 { 134 {
206 /* In this case, the player must not have the object - 135 /* In this case, the player must not have the object -
207 * if they do, they can't pass through. 136 * if they do, they can't pass through.
208 */ 137 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 138 if (have)
210 return 1; 139 return 1;
211 else
212 continue;
213 } 140 }
214 } /* if check_inv */ 141 }
215 else 142 else
216 { 143 {
217 /* Broke apart a big nasty if into several here to make 144 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 145 * this more readable. first check - if the space blocks
219 * movement, can't move here. 146 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 147 * second - if a monster, can't move there, unless it is a
221 * hidden dm 148 * dm.
222 */ 149 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 150 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1; 151 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 152
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 153 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ])
227 return 1; 158 return 1;
228 } 159 }
229
230 } 160 }
161
231 return 0; 162 return 0;
232} 163}
233 164
234/* 165/*
235 * Returns true if the given object can't fit in the given spot. 166 * Returns qthe blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 167 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 168 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 169 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 170 * object and makes sure they can be inserted.
240 * 171 *
241 * While this doesn't call out of map, the get_map_flags does. 172 * While this doesn't call out of map, the get_map_flags does.
242 * 173 *
243 * This function has been used to deprecate arch_out_of_map - 174 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 175 * this function also does that check, and since in most cases,
255 * 186 *
256 * Note this used to be arch_blocked, but with new movement 187 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 188 * code, we need to have actual object to check its move_type
258 * against the move_block values. 189 * against the move_block values.
259 */ 190 */
260int 191bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 192object::blocked (maptile *m, int x, int y) const
262{ 193{
263 archetype *tmp; 194 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 195 {
196 mapxy pos (m, x + tmp->x, y + tmp->y);
277 197
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 198 if (!pos.normalise ())
279 { 199 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 200
282 if (flag & P_OUT_OF_MAP) 201 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 202
284 if (flag & P_IS_ALIVE) 203 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 204 return 1;
286 205
287 mapspace &ms = m1->at (sx, sy); 206 /* However, often ob doesn't have any move type
288 207 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 208 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 209 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 210 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 211 continue;
296 212
297 /* Note it is intentional that we check ob - the movement type of the 213 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 214 * head of the object should correspond for the entire object.
299 */ 215 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 216 if (ms.blocks (move_type))
301 return P_NO_PASS; 217 return 1;
302 } 218 }
303 219
304 return 0; 220 return 0;
305} 221}
306 222
324 240
325 insert_ob_in_ob (tmp, container); 241 insert_ob_in_ob (tmp, container);
326 tmp = next; 242 tmp = next;
327 } 243 }
328 244
329 /* sum_weight will go through and calculate what all the containers are 245 // go through and calculate what all the containers are carrying.
330 * carrying. 246 //TODO: remove
331 */ 247 container->update_weight ();
332 sum_weight (container);
333} 248}
334 249
335void 250void
336maptile::set_object_flag (int flag, int value) 251maptile::set_object_flag (int flag, int value)
337{ 252{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 258 tmp->flag [flag] = value;
344} 259}
345 260
261void
262maptile::post_load_original ()
263{
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
272}
273
346/* link_multipart_objects go through all the objects on the map looking 274/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 275 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 276 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 277 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 278 */
352void 279void
353maptile::link_multipart_objects () 280maptile::link_multipart_objects ()
354{ 281{
355 if (!spaces) 282 if (!spaces)
356 return; 283 return;
357 284
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 285 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 286 {
287 object *op = ms->bot;
288 while (op)
360 { 289 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 290 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 291 if (op->head_ () == op && !op->more && op->arch->more)
365 {
366 /* If there is nothing more to this object, this for loop
367 * won't do anything.
368 */
369 archetype *at;
370 object *last, *op;
371 for (at = tmp->arch->more, last = tmp;
372 at;
373 at = at->more, last = op)
374 { 292 {
375 op = arch_to_object (at); 293 op->remove ();
294 op->expand_tail ();
376 295
377 /* update x,y coordinates */ 296 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 297 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 298 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
380 op->head = tmp;
381 op->map = this;
382 last->more = op;
383 op->name = tmp->name;
384 op->title = tmp->title;
385
386 /* we could link all the parts onto tmp, and then just
387 * call insert_ob_in_map once, but the effect is the same,
388 * as insert_ob_in_map will call itself with each part, and
389 * the coding is simpler to just to it here with each part.
390 */
391 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 299 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
300
301 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
302 // so we have to reset the iteration through the mapspace
392 } 303 }
304 else
305 op = op->above;
393 } 306 }
394
395 tmp = above;
396 } 307 }
397} 308}
398 309
399/* 310/*
400 * Loads (ands parses) the objects into a given map from the specified 311 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 312 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 313 */
404bool 314bool
405maptile::_load_objects (object_thawer &thawer) 315maptile::_load_objects (object_thawer &f)
406{ 316{
407 int unique; 317 for (;;)
408 object *op, *prev = NULL, *last_more = NULL, *otmp;
409
410 op = object::create ();
411 op->map = this; /* To handle buttons correctly */
412
413 while (int i = load_object (thawer, op, 0))
414 { 318 {
415 /* if the archetype for the object is null, means that we 319 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 320
417 * or editor will not be able to do anything with it either. 321 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 322 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 323 case KW_arch:
324 if (object *op = object::read (f, this))
325 {
326 // TODO: why?
327 if (op->inv)
328 op->update_weight ();
329
330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 {
332 // we insert manually because
333 // a) its way faster
334 // b) we remove manually, too, and there are good reasons for that
335 // c) it's correct
336 mapspace &ms = at (op->x, op->y);
337
338 op->flag [FLAG_REMOVED] = false;
339
340 op->above = 0;
341 op->below = ms.top;
342
343 *(ms.top ? &ms.top->above : &ms.bot) = op;
344
345 ms.top = op;
346 ms.flags_ = 0;
347 }
348 else
349 {
350 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 op->destroy ();
352 }
353 }
354
422 continue; 355 continue;
423 }
424 356
425 switch (i)
426 {
427 case LL_NORMAL:
428 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
429
430 if (op->inv)
431 sum_weight (op);
432
433 prev = op, last_more = op;
434 break;
435
436 case LL_MORE: 357 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 358 return true;
438 op->head = prev, last_more->more = op, last_more = op; 359
360 default:
361 if (!f.parse_error ("map file"))
362 return false;
439 break; 363 break;
440 } 364 }
441 365
442 op = object::create (); 366 f.next ();
443 op->map = this;
444 }
445
446 op->destroy ();
447
448#if 0
449 for (i = 0; i < width; i++)
450 for (j = 0; j < height; j++)
451 {
452 unique = 0;
453 /* check for unique items, or unique squares */
454 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
455 {
456 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
457 unique = 1;
458
459 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
460 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
461 }
462 } 367 }
463#endif
464 368
465 return true; 369 return true;
466} 370}
467 371
468void 372void
469maptile::activate () 373maptile::activate ()
470{ 374{
471 if (!spaces) 375 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 378 op->activate_recursive ();
477} 379}
478 380
479void 381void
480maptile::deactivate () 382maptile::deactivate ()
481{ 383{
482 if (!spaces) 384 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 387 op->deactivate_recursive ();
488} 388}
489 389
490bool 390bool
491maptile::_save_objects (object_freezer &freezer, int flags) 391maptile::_save_objects (object_freezer &f, int flags)
492{ 392{
493 static int cede_count = 0; 393 coroapi::cede_to_tick ();
494 394
495 if (flags & IO_HEADER) 395 if (flags & IO_HEADER)
496 _save_header (freezer); 396 _save_header (f);
497 397
498 if (!spaces) 398 if (!spaces)
499 return false; 399 return false;
500 400
501 for (int i = 0; i < size (); ++i) 401 for (int i = 0; i < size (); ++i)
502 { 402 {
503#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
504 if (cede_count >= 500)
505 {
506 cede_count = 0;
507 coroapi::cede ();
508 }
509#endif
510
511 int unique = 0; 403 bool unique = 0;
404
512 for (object *op = spaces [i].bot; op; op = op->above) 405 for (object *op = spaces [i].bot; op; op = op->above)
513 { 406 {
514 // count per-object, but cede only when modification-safe
515 cede_count++;
516
517 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 407 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 408
520 if (!op->can_map_save ()) 409 if (expect_false (!op->can_map_save ()))
521 continue; 410 continue;
522 411
523 if (unique || op->flag [FLAG_UNIQUE]) 412 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 413 {
525 if (flags & IO_UNIQUES) 414 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 415 op->write (f);
527 } 416 }
528 else if (flags & IO_OBJECTS) 417 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 418 op->write (f);
530 } 419 }
531 } 420 }
532 421
422 coroapi::cede_to_tick ();
423
533 return true; 424 return true;
534}
535
536bool
537maptile::_load_objects (const char *path, bool skip_header)
538{
539 object_thawer thawer (path);
540
541 if (!thawer)
542 return false;
543
544 if (skip_header)
545 for (;;)
546 {
547 keyword kw = thawer.get_kv ();
548
549 if (kw == KW_end)
550 break;
551
552 thawer.skip_kv (kw);
553 }
554
555 return _load_objects (thawer);
556} 425}
557 426
558bool 427bool
559maptile::_save_objects (const char *path, int flags) 428maptile::_save_objects (const char *path, int flags)
560{ 429{
735bool 604bool
736maptile::_load_header (object_thawer &thawer) 605maptile::_load_header (object_thawer &thawer)
737{ 606{
738 for (;;) 607 for (;;)
739 { 608 {
740 keyword kw = thawer.get_kv ();
741
742 switch (kw) 609 switch (thawer.kw)
743 { 610 {
744 case KW_msg: 611 case KW_msg:
745 thawer.get_ml (KW_endmsg, msg); 612 thawer.get_ml (KW_endmsg, msg);
746 break; 613 break;
747 614
779 case KW_winddir: thawer.get (winddir); break; 646 case KW_winddir: thawer.get (winddir); break;
780 case KW_sky: thawer.get (sky); break; 647 case KW_sky: thawer.get (sky); break;
781 648
782 case KW_per_player: thawer.get (per_player); break; 649 case KW_per_player: thawer.get (per_player); break;
783 case KW_per_party: thawer.get (per_party); break; 650 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
784 653
785 case KW_region: default_region = region::find (thawer.get_str ()); break; 654 case KW_region: default_region = region::find (thawer.get_str ()); break;
786 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
787 656
788 // old names new names 657 // old names new names
799 case KW_tile_path_1: thawer.get (tile_path [0]); break; 668 case KW_tile_path_1: thawer.get (tile_path [0]); break;
800 case KW_tile_path_2: thawer.get (tile_path [1]); break; 669 case KW_tile_path_2: thawer.get (tile_path [1]); break;
801 case KW_tile_path_3: thawer.get (tile_path [2]); break; 670 case KW_tile_path_3: thawer.get (tile_path [2]); break;
802 case KW_tile_path_4: thawer.get (tile_path [3]); break; 671 case KW_tile_path_4: thawer.get (tile_path [3]); break;
803 672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
676
804 case KW_end: 677 case KW_end:
678 thawer.next ();
805 return true; 679 return true;
806 680
807 default: 681 default:
808 if (!thawer.parse_error (kw, "map", 0)) 682 if (!thawer.parse_error ("map", 0))
809 return false; 683 return false;
810 break; 684 break;
811 } 685 }
686
687 thawer.next ();
812 } 688 }
813 689
814 abort (); 690 abort ();
815}
816
817bool
818maptile::_load_header (const char *path)
819{
820 object_thawer thawer (path);
821
822 if (!thawer)
823 return false;
824
825 return _load_header (thawer);
826} 691}
827 692
828/****************************************************************************** 693/******************************************************************************
829 * This is the start of unique map handling code 694 * This is the start of unique map handling code
830 *****************************************************************************/ 695 *****************************************************************************/
841 object *above = op->above; 706 object *above = op->above;
842 707
843 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
844 unique = 1; 709 unique = 1;
845 710
846 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
847 {
848 op->destroy_inv (false);
849 op->destroy (); 712 op->destroy ();
850 }
851 713
852 op = above; 714 op = above;
853 } 715 }
854 } 716 }
855} 717}
865 if (name) MAP_OUT (name); 727 if (name) MAP_OUT (name);
866 MAP_OUT (swap_time); 728 MAP_OUT (swap_time);
867 MAP_OUT (reset_time); 729 MAP_OUT (reset_time);
868 MAP_OUT (reset_timeout); 730 MAP_OUT (reset_timeout);
869 MAP_OUT (fixed_resettime); 731 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
870 MAP_OUT (difficulty); 734 MAP_OUT (difficulty);
871 735
872 if (default_region) MAP_OUT2 (region, default_region->name); 736 if (default_region) MAP_OUT2 (region, default_region->name);
873 737
874 if (shopitems) 738 if (shopitems)
928 * Remove and free all objects in the given map. 792 * Remove and free all objects in the given map.
929 */ 793 */
930void 794void
931maptile::clear () 795maptile::clear ()
932{ 796{
933 sfree (regions, size ()), regions = 0;
934 free (regionmap), regionmap = 0;
935
936 if (spaces) 797 if (spaces)
937 { 798 {
938 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
939 while (object *op = ms->bot) 800 while (object *op = ms->bot)
940 { 801 {
802 // manually remove, as to not trigger anything
803 if (ms->bot = op->above)
804 ms->bot->below = 0;
805
806 op->flag [FLAG_REMOVED] = true;
807
808 object *head = op->head_ ();
941 if (op->head) 809 if (op == head)
942 op = op->head;
943
944 op->destroy_inv (false);
945 op->destroy (); 810 op->destroy ();
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
946 } 816 }
947 817
948 sfree (spaces, size ()), spaces = 0; 818 sfree0 (spaces, size ());
949 } 819 }
950 820
951 if (buttons) 821 if (buttons)
952 free_objectlinkpt (buttons), buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
953} 826}
954 827
955void 828void
956maptile::clear_header () 829maptile::clear_header ()
957{ 830{
989 attachable::do_destroy (); 862 attachable::do_destroy ();
990 863
991 clear (); 864 clear ();
992} 865}
993 866
994/* 867/* decay and destroy perishable items in a map */
995 * Updates every button on the map (by calling update_button() for them).
996 */
997void 868void
998maptile::update_buttons () 869maptile::do_decay_objects ()
999{ 870{
1000 for (oblinkpt *obp = buttons; obp; obp = obp->next) 871 if (!spaces)
1001 for (objectlink *ol = obp->link; ol; ol = ol->next) 872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
1002 { 876 {
1003 if (!ol->ob) 877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ())
891 ; // do not decay
892 else if (op->is_weapon ())
1004 { 893 {
1005 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 894 op->stats.dam--;
1006 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 895 if (op->stats.dam < 0)
1007 continue; 896 destroy = 1;
1008 } 897 }
1009 898 else if (op->is_armor ())
1010 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1011 { 899 {
1012 update_button (ol->ob); 900 op->stats.ac--;
1013 break; 901 if (op->stats.ac < 0)
902 destroy = 1;
1014 } 903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
1015 } 931 }
1016} 932}
1017 933
1018/* 934/*
1019 * This routine is supposed to find out the difficulty of the map. 935 * This routine is supposed to find out the difficulty of the map.
1020 * difficulty does not have a lot to do with character level, 936 * difficulty does not have a lot to do with character level,
1021 * but does have a lot to do with treasure on the map. 937 * but does have a lot to do with treasure on the map.
1022 * 938 *
1023 * Difficulty can now be set by the map creature. If the value stored 939 * Difficulty can now be set by the map creator. If the value stored
1024 * in the map is zero, then use this routine. Maps should really 940 * in the map is zero, then use this routine. Maps should really
1025 * have a difficulty set than using this function - human calculation 941 * have a difficulty set rather than using this function - human calculation
1026 * is much better than this functions guesswork. 942 * is much better than this function's guesswork.
1027 */ 943 */
1028int 944int
1029maptile::estimate_difficulty () const 945maptile::estimate_difficulty () const
1030{ 946{
1031 long monster_cnt = 0; 947 long monster_cnt = 0;
1043 959
1044 if (QUERY_FLAG (op, FLAG_GENERATOR)) 960 if (QUERY_FLAG (op, FLAG_GENERATOR))
1045 { 961 {
1046 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
1047 963
1048 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 964 if (archetype *at = op->other_arch)
965 {
1049 total_exp += at->clone.stats.exp * 8; 966 total_exp += at->stats.exp * 8;
1050
1051 monster_cnt++; 967 monster_cnt++;
968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
1052 } 975 }
1053 } 976 }
1054 977
1055 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
1056 979
1069 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1070 */ 993 */
1071int 994int
1072maptile::change_map_light (int change) 995maptile::change_map_light (int change)
1073{ 996{
1074 int new_level = darkness + change;
1075
1076 /* Nothing to do */ 997 /* Nothing to do */
1077 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 998 if (!change)
1078 return 0; 999 return 0;
1079 1000
1080 /* inform all players on the map */ 1001 /* inform all players on the map */
1081 if (change > 0) 1002 if (change > 0)
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1083 else 1004 else
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1085 1006
1086 /* Do extra checking. since darkness is a unsigned value, 1007 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1087 * we need to be extra careful about negative values.
1088 * In general, the checks below are only needed if change
1089 * is not +/-1
1090 */
1091 if (new_level < 0)
1092 darkness = 0;
1093 else if (new_level >= MAX_DARKNESS)
1094 darkness = MAX_DARKNESS;
1095 else
1096 darkness = new_level;
1097 1008
1098 /* All clients need to get re-updated for the change */ 1009 /* All clients need to get re-updated for the change */
1099 update_all_map_los (this); 1010 update_all_map_los (this);
1011
1100 return 1; 1012 return 1;
1101} 1013}
1102 1014
1103/* 1015/*
1104 * This function updates various attributes about a specific space 1016 * This function updates various attributes about a specific space
1107 * through, etc) 1019 * through, etc)
1108 */ 1020 */
1109void 1021void
1110mapspace::update_ () 1022mapspace::update_ ()
1111{ 1023{
1112 object *tmp, *last = 0; 1024 object *last = 0;
1113 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1025 uint8 flags = P_UPTODATE, anywhere = 0;
1114 facetile *top, *floor, *middle; 1026 sint8 light = 0;
1115 object *top_obj, *floor_obj, *middle_obj;
1116 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1117 1028
1118 middle = blank_face; 1029 //object *middle = 0;
1119 top = blank_face; 1030 //object *top = 0;
1120 floor = blank_face; 1031 //object *floor = 0;
1032 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0;
1121 1036
1122 middle_obj = 0;
1123 top_obj = 0;
1124 floor_obj = 0;
1125
1126 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1127 { 1038 {
1128 /* This could be made additive I guess (two lights better than 1039 // 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; 1040 light += tmp->glow_radius;
1135 1041
1136 /* This call is needed in order to update objects the player 1042 /* This call is needed in order to update objects the player
1137 * is standing in that have animations (ie, grass, fire, etc). 1043 * is standing in that have animations (ie, grass, fire, etc).
1138 * However, it also causes the look window to be re-drawn 1044 * However, it also causes the look window to be re-drawn
1139 * 3 times each time the player moves, because many of the 1045 * 3 times each time the player moves, because many of the
1142 * Always put the player down for drawing. 1048 * Always put the player down for drawing.
1143 */ 1049 */
1144 if (!tmp->invisible) 1050 if (!tmp->invisible)
1145 { 1051 {
1146 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1147 {
1148 top = tmp->face;
1149 top_obj = tmp; 1053 top = tmp;
1150 }
1151 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1152 { 1055 {
1153 /* If we got a floor, that means middle and top were below it, 1056 /* If we got a floor, that means middle and top were below it,
1154 * so should not be visible, so we clear them. 1057 * so should not be visible, so we clear them.
1155 */ 1058 */
1156 middle = blank_face; 1059 middle = 0;
1157 top = blank_face; 1060 top = 0;
1158 floor = tmp->face;
1159 floor_obj = tmp; 1061 floor = tmp;
1160 } 1062 }
1161 /* Flag anywhere have high priority */ 1063 /* Flag anywhere have high priority */
1162 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1163 { 1065 {
1164 middle = tmp->face;
1165
1166 middle_obj = tmp; 1066 middle = tmp;
1167 anywhere = 1; 1067 anywhere = 1;
1168 } 1068 }
1069
1169 /* Find the highest visible face around. If equal 1070 /* Find the highest visible face around. If equal
1170 * visibilities, we still want the one nearer to the 1071 * visibilities, we still want the one nearer to the
1171 * top 1072 * top
1172 */ 1073 */
1173 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1174 {
1175 middle = tmp->face;
1176 middle_obj = tmp; 1075 middle = tmp;
1177 }
1178 } 1076 }
1179 1077
1180 if (tmp == tmp->above) 1078 if (tmp == tmp->above)
1181 { 1079 {
1182 LOG (llevError, "Error in structure of map\n"); 1080 LOG (llevError, "Error in structure of map\n");
1195 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1196 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1197 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1198 } 1096 }
1199 1097
1200 this->light = light; 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1201 this->flags_ = flags; 1099 this->flags_ = flags;
1202 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1203 this->move_on = move_on; 1101 this->move_on = move_on;
1204 this->move_off = move_off; 1102 this->move_off = move_off;
1205 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1217 * middle face. This should not happen, as we already have the 1115 * middle face. This should not happen, as we already have the
1218 * else statement above so middle should not get set. OTOH, it 1116 * else statement above so middle should not get set. OTOH, it
1219 * may be possible for the faces to match but be different objects. 1117 * may be possible for the faces to match but be different objects.
1220 */ 1118 */
1221 if (top == middle) 1119 if (top == middle)
1222 middle = blank_face; 1120 middle = 0;
1223 1121
1224 /* There are three posibilities at this point: 1122 /* There are three posibilities at this point:
1225 * 1) top face is set, need middle to be set. 1123 * 1) top face is set, need middle to be set.
1226 * 2) middle is set, need to set top. 1124 * 2) middle is set, need to set top.
1227 * 3) neither middle or top is set - need to set both. 1125 * 3) neither middle or top is set - need to set both.
1228 */ 1126 */
1229 1127
1230 for (tmp = last; tmp; tmp = tmp->below) 1128 for (object *tmp = last; tmp; tmp = tmp->below)
1231 { 1129 {
1232 /* Once we get to a floor, stop, since we already have a floor object */ 1130 /* Once we get to a floor, stop, since we already have a floor object */
1233 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1234 break; 1132 break;
1235 1133
1236 /* If two top faces are already set, quit processing */ 1134 /* If two top faces are already set, quit processing */
1237 if ((top != blank_face) && (middle != blank_face)) 1135 if (top && middle)
1238 break; 1136 break;
1239 1137
1240 /* Only show visible faces */ 1138 /* Only show visible faces */
1241 if (!tmp->invisible) 1139 if (!tmp->invisible)
1242 { 1140 {
1243 /* Fill in top if needed */ 1141 /* Fill in top if needed */
1244 if (top == blank_face) 1142 if (!top)
1245 { 1143 {
1246 top = tmp->face;
1247 top_obj = tmp; 1144 top = tmp;
1248 if (top == middle) 1145 if (top == middle)
1249 middle = blank_face; 1146 middle = 0;
1250 } 1147 }
1251 else 1148 else
1252 { 1149 {
1253 /* top is already set - we should only get here if 1150 /* top is already set - we should only get here if
1254 * middle is not set 1151 * middle is not set
1255 * 1152 *
1256 * Set the middle face and break out, since there is nothing 1153 * Set the middle face and break out, since there is nothing
1257 * more to fill in. We don't check visiblity here, since 1154 * more to fill in. We don't check visiblity here, since
1258 * 1155 *
1259 */ 1156 */
1260 if (tmp->face != top) 1157 if (tmp != top)
1261 { 1158 {
1262 middle = tmp->face;
1263 middle_obj = tmp; 1159 middle = tmp;
1264 break; 1160 break;
1265 } 1161 }
1266 } 1162 }
1267 } 1163 }
1268 } 1164 }
1269 1165
1270 if (middle == floor) 1166 if (middle == floor)
1271 middle = blank_face; 1167 middle = 0;
1272 1168
1273 if (top == middle) 1169 if (top == middle)
1274 middle = blank_face; 1170 middle = 0;
1275 1171
1276 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1172#if 0
1277 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1173 faces_obj [0] = top;
1278 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1174 faces_obj [1] = middle;
1175 faces_obj [2] = floor;
1176#endif
1279} 1177}
1280 1178
1281uint64 1179uint64
1282mapspace::volume () const 1180mapspace::volume () const
1283{ 1181{
1287 vol += op->volume (); 1185 vol += op->volume ();
1288 1186
1289 return vol; 1187 return vol;
1290} 1188}
1291 1189
1292/* this updates the orig_map->tile_map[tile_num] value after finding 1190maptile *
1293 * the map. It also takes care of linking back the freshly found 1191maptile::tile_available (int dir, bool load)
1294 * maps tile_map values if it tiles back to this one. It returns
1295 * the value of orig_map->tile_map[tile_num].
1296 */
1297static inline maptile *
1298find_and_link (maptile *orig_map, int tile_num)
1299{ 1192{
1300 maptile *mp = orig_map->tile_map [tile_num]; 1193 if (tile_path[dir])
1301
1302 if (!mp)
1303 {
1304 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1305
1306 if (!mp)
1307 {
1308 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1309 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1310 &orig_map->tile_path[tile_num], &orig_map->path);
1311 mp = new maptile (1, 1);
1312 mp->alloc ();
1313 mp->in_memory = MAP_IN_MEMORY;
1314 }
1315 } 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1316 1197
1317 int dest_tile = (tile_num + 2) % 4; 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1318 1201
1319 orig_map->tile_map [tile_num] = mp;
1320
1321 // optimisation: back-link map to origin map if euclidean
1322 //TODO: non-euclidean maps MUST GO
1323 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1324 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1325
1326 return mp; 1202 return 0;
1327}
1328
1329static inline void
1330load_and_link (maptile *orig_map, int tile_num)
1331{
1332 find_and_link (orig_map, tile_num)->load_sync ();
1333} 1203}
1334 1204
1335/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1336 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1337 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1350 if (!m) 1220 if (!m)
1351 return 0; 1221 return 0;
1352 1222
1353 if (x < 0) 1223 if (x < 0)
1354 { 1224 {
1355 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1356 return 1; 1226 return 1;
1357 1227
1358 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1359 find_and_link (m, 3);
1360
1361 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1362 } 1229 }
1363 1230
1364 if (x >= m->width) 1231 if (x >= m->width)
1365 { 1232 {
1366 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1367 return 1; 1234 return 1;
1368 1235
1369 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1370 find_and_link (m, 1);
1371
1372 return out_of_map (m->tile_map[1], x - m->width, y); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
1373 } 1237 }
1374 1238
1375 if (y < 0) 1239 if (y < 0)
1376 { 1240 {
1377 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1378 return 1; 1242 return 1;
1379 1243
1380 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1381 find_and_link (m, 0);
1382
1383 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1384 } 1245 }
1385 1246
1386 if (y >= m->height) 1247 if (y >= m->height)
1387 { 1248 {
1388 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1389 return 1; 1250 return 1;
1390
1391 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1392 find_and_link (m, 2);
1393 1251
1394 return out_of_map (m->tile_map[2], x, y - m->height); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
1395 } 1253 }
1396 1254
1397 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1411maptile * 1269maptile *
1412maptile::xy_find (sint16 &x, sint16 &y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1413{ 1271{
1414 if (x < 0) 1272 if (x < 0)
1415 { 1273 {
1416 if (!tile_path[3]) 1274 if (!tile_available (3))
1417 return 0; 1275 return 0;
1418 1276
1419 find_and_link (this, 3);
1420 x += tile_map[3]->width; 1277 x += tile_map[3]->width;
1421 return tile_map[3]->xy_find (x, y); 1278 return tile_map[3]->xy_find (x, y);
1422 } 1279 }
1423 1280
1424 if (x >= width) 1281 if (x >= width)
1425 { 1282 {
1426 if (!tile_path[1]) 1283 if (!tile_available (1))
1427 return 0; 1284 return 0;
1428 1285
1429 find_and_link (this, 1);
1430 x -= width; 1286 x -= width;
1431 return tile_map[1]->xy_find (x, y); 1287 return tile_map[1]->xy_find (x, y);
1432 } 1288 }
1433 1289
1434 if (y < 0) 1290 if (y < 0)
1435 { 1291 {
1436 if (!tile_path[0]) 1292 if (!tile_available (0))
1437 return 0; 1293 return 0;
1438 1294
1439 find_and_link (this, 0);
1440 y += tile_map[0]->height; 1295 y += tile_map[0]->height;
1441 return tile_map[0]->xy_find (x, y); 1296 return tile_map[0]->xy_find (x, y);
1442 } 1297 }
1443 1298
1444 if (y >= height) 1299 if (y >= height)
1445 { 1300 {
1446 if (!tile_path[2]) 1301 if (!tile_available (2))
1447 return 0; 1302 return 0;
1448 1303
1449 find_and_link (this, 2);
1450 y -= height; 1304 y -= height;
1451 return tile_map[2]->xy_find (x, y); 1305 return tile_map[2]->xy_find (x, y);
1452 } 1306 }
1453 1307
1454 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1465adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1466{ 1320{
1467 if (!map1 || !map2) 1321 if (!map1 || !map2)
1468 return 0; 1322 return 0;
1469 1323
1470 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1471 //fix: compare paths instead (this is likely faster, too!) 1325 //fix: compare paths instead (this is likely faster, too!)
1472 if (map1 == map2) 1326 if (map1 == map2)
1473 { 1327 {
1474 *dx = 0; 1328 *dx = 0;
1475 *dy = 0; 1329 *dy = 0;
1581get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1582{ 1436{
1583 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1584 { 1438 {
1585 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1586 retval->distance = 100000; 1440 retval->distance = 10000;
1587 retval->distance_x = 32767; 1441 retval->distance_x = 10000;
1588 retval->distance_y = 32767; 1442 retval->distance_y = 10000;
1589 retval->direction = 0; 1443 retval->direction = 0;
1590 retval->part = 0; 1444 retval->part = 0;
1591 } 1445 }
1592 else 1446 else
1593 { 1447 {
1598 1452
1599 best = op1; 1453 best = op1;
1600 /* If this is multipart, find the closest part now */ 1454 /* If this is multipart, find the closest part now */
1601 if (!(flags & 0x1) && op1->more) 1455 if (!(flags & 0x1) && op1->more)
1602 { 1456 {
1603 object *tmp;
1604 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1457 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1605 1458
1606 /* we just take the offset of the piece to head to figure 1459 /* we just take the offset of the piece to head to figure
1607 * distance instead of doing all that work above again 1460 * distance instead of doing all that work above again
1608 * since the distance fields we set above are positive in the 1461 * since the distance fields we set above are positive in the
1609 * same axis as is used for multipart objects, the simply arithmetic 1462 * same axis as is used for multipart objects, the simply arithmetic
1610 * below works. 1463 * below works.
1611 */ 1464 */
1612 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1465 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1613 { 1466 {
1614 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1467 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1615 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1468 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1616 if (tmpi < best_distance) 1469 if (tmpi < best_distance)
1617 { 1470 {
1626 retval->distance_y += op1->y - best->y; 1479 retval->distance_y += op1->y - best->y;
1627 } 1480 }
1628 } 1481 }
1629 1482
1630 retval->part = best; 1483 retval->part = best;
1631 retval->distance = idistance (retval->distance_x, retval->distance_y); 1484 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1632 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1485 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1633 } 1486 }
1634} 1487}
1635 1488
1636/* this is basically the same as get_rangevector above, but instead of 1489/* this is basically the same as get_rangevector above, but instead of
1658 else 1511 else
1659 { 1512 {
1660 retval->distance_x += op2->x - x; 1513 retval->distance_x += op2->x - x;
1661 retval->distance_y += op2->y - y; 1514 retval->distance_y += op2->y - y;
1662 1515
1663 retval->part = NULL; 1516 retval->part = 0;
1664 retval->distance = idistance (retval->distance_x, retval->distance_y); 1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1665 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1666 } 1519 }
1667} 1520}
1668 1521
1669/* Returns true of op1 and op2 are effectively on the same map 1522/* Returns true of op1 and op2 are effectively on the same map
1683} 1536}
1684 1537
1685object * 1538object *
1686maptile::insert (object *op, int x, int y, object *originator, int flags) 1539maptile::insert (object *op, int x, int y, object *originator, int flags)
1687{ 1540{
1688 if (!op->flag [FLAG_REMOVED])
1689 op->remove ();
1690
1691 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1692} 1542}
1693 1543
1694region * 1544region *
1695maptile::region (int x, int y) const 1545maptile::region (int x, int y) const
1704 return default_region; 1554 return default_region;
1705 1555
1706 return ::region::default_region (); 1556 return ::region::default_region ();
1707} 1557}
1708 1558
1559/* picks a random object from a style map.
1560 */
1561object *
1562maptile::pick_random_object (rand_gen &gen) const
1563{
1564 /* while returning a null object will result in a crash, that
1565 * is actually preferable to an infinite loop. That is because
1566 * most servers will automatically restart in case of crash.
1567 * Change the logic on getting the random space - shouldn't make
1568 * any difference, but this seems clearer to me.
1569 */
1570 for (int i = 1000; --i;)
1571 {
1572 object *pick = at (gen (width), gen (height)).bot;
1709 1573
1574 // do not prefer big monsters just because they are big.
1575 if (pick && pick->is_head ())
1576 return pick->head_ ();
1577 }
1578
1579 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug");
1581}
1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679}
1680
1681maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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