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Comparing deliantra/server/common/map.C (file contents):
Revision 1.87 by root, Thu Feb 15 21:07:48 2007 UTC vs.
Revision 1.164 by root, Fri Oct 16 01:19:12 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h" 28#include "loader.h"
31
32#include "path.h" 29#include "path.h"
33 30
34/* 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 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
189 120
190 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
192 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
193 /* If last_sp is set, the player/monster needs an object, 126 /* 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 127 * so we check for it. If they don't have it, they can't
195 * pass through this space. 128 * pass through this space.
196 */ 129 */
197 if (tmp->last_sp) 130 if (tmp->last_sp)
198 { 131 {
199 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
200 return 1; 133 return 1;
201 else
202 continue;
203 } 134 }
204 else 135 else
205 { 136 {
206 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
207 * if they do, they can't pass through. 138 * if they do, they can't pass through.
208 */ 139 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
210 return 1; 141 return 1;
211 else
212 continue;
213 } 142 }
214 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
215 else 148 else
216 { 149 {
217 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
218 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
219 * movement, can't move here. 152 * movement, can't move here.
220 * second - if a monster, can't move there, unles it is a 153 * second - if a monster, can't move there, unless it is a
221 * hidden dm 154 * dm.
222 */ 155 */
223 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
224 return 1; 157 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 158
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 159 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ])
227 return 1; 164 return 1;
228 } 165 }
229
230 } 166 }
167
231 return 0; 168 return 0;
232} 169}
233 170
234/* 171/*
235 * Returns true if the given object can't fit in the given spot. 172 * 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, 173 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
240 * 177 *
241 * While this doesn't call out of map, the get_map_flags does. 178 * While this doesn't call out of map, the get_map_flags does.
242 * 179 *
243 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
255 * 192 *
256 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 194 * code, we need to have actual object to check its move_type
258 * against the move_block values. 195 * against the move_block values.
259 */ 196 */
260int 197bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 198object::blocked (maptile *m, int x, int y) const
262{ 199{
263 archetype *tmp; 200 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 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
277 203
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 204 if (!pos.normalise ())
279 { 205 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 206
282 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 208
284 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 210 return 1;
286 211
287 mapspace &ms = m1->at (sx, sy); 212 /* However, often ob doesn't have any move type
288 213 * (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. 214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 215 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 216 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 217 continue;
296 218
297 /* Note it is intentional that we check ob - the movement type of the 219 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
299 */ 221 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 222 if (ms.blocks (move_type))
301 return P_NO_PASS; 223 return 1;
302 } 224 }
303 225
304 return 0; 226 return 0;
305} 227}
306 228
324 246
325 insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
326 tmp = next; 248 tmp = next;
327 } 249 }
328 250
329 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
330 * carrying. 252 //TODO: remove
331 */ 253 container->update_weight ();
332 sum_weight (container);
333} 254}
334 255
335void 256void
336maptile::set_object_flag (int flag, int value) 257maptile::set_object_flag (int flag, int value)
337{ 258{
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 264 tmp->flag [flag] = value;
344} 265}
345 266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
278}
279
346/* link_multipart_objects go through all the objects on the map looking 280/* 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 281 * 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 282 * 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 283 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 284 */
352void 285void
353maptile::link_multipart_objects () 286maptile::link_multipart_objects ()
354{ 287{
355 if (!spaces) 288 if (!spaces)
356 return; 289 return;
357 290
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 291 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; ) 292 {
293 object *op = ms->bot;
294 while (op)
360 { 295 {
361 object *above = tmp->above;
362
363 /* already multipart - don't do anything more */ 296 /* already multipart - don't do anything more */
364 if (!tmp->head && !tmp->more) 297 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 { 298 {
375 op = arch_to_object (at); 299 op->remove ();
300 op->expand_tail ();
376 301
377 /* update x,y coordinates */ 302 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
378 op->x += tmp->x; 303 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
379 op->y += tmp->y; 304 // 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); 305 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
306
307 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
308 // so we have to reset the iteration through the mapspace
392 } 309 }
310 else
311 op = op->above;
393 } 312 }
394
395 tmp = above;
396 } 313 }
397} 314}
398 315
399/* 316/*
400 * Loads (ands parses) the objects into a given map from the specified 317 * Loads (ands parses) the objects into a given map from the specified
401 * file pointer. 318 * file pointer.
402 * mapflags is the same as we get with load_original_map
403 */ 319 */
404bool 320bool
405maptile::_load_objects (object_thawer &thawer) 321maptile::_load_objects (object_thawer &f)
406{ 322{
407 int unique; 323 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 { 324 {
415 /* if the archetype for the object is null, means that we 325 coroapi::cede_to_tick (); // cede once in a while
416 * got an invalid object. Don't do anything with it - the game 326
417 * or editor will not be able to do anything with it either. 327 switch (f.kw)
418 */
419 if (op->arch == NULL)
420 { 328 {
421 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 329 case KW_arch:
330 if (object *op = object::read (f, this))
331 {
332 // TODO: why?
333 if (op->inv)
334 op->update_weight ();
335
336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
359 }
360
422 continue; 361 continue;
423 }
424 362
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: 363 case KW_EOF:
437 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 364 return true;
438 op->head = prev, last_more->more = op, last_more = op; 365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
439 break; 369 break;
440 } 370 }
441 371
442 op = object::create (); 372 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 } 373 }
463#endif
464 374
465 return true; 375 return true;
466} 376}
467 377
468void 378void
469maptile::activate () 379maptile::activate ()
470{ 380{
471 if (!spaces) 381 if (spaces)
472 return;
473
474 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
475 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
476 op->activate_recursive (); 384 op->activate_recursive ();
477} 385}
478 386
479void 387void
480maptile::deactivate () 388maptile::deactivate ()
481{ 389{
482 if (!spaces) 390 if (spaces)
483 return;
484
485 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
486 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
487 op->deactivate_recursive (); 393 op->deactivate_recursive ();
488} 394}
489 395
490bool 396bool
491maptile::_save_objects (object_freezer &freezer, int flags) 397maptile::_save_objects (object_freezer &f, int flags)
492{ 398{
493 static int cede_count = 0; 399 coroapi::cede_to_tick ();
494 400
495 if (flags & IO_HEADER) 401 if (flags & IO_HEADER)
496 _save_header (freezer); 402 _save_header (f);
497 403
498 if (!spaces) 404 if (!spaces)
499 return false; 405 return false;
500 406
501 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
502 { 408 {
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; 409 bool unique = 0;
410
512 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
513 { 412 {
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]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
518 unique = 1;
519 414
520 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
521 continue; 416 continue;
522 417
523 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
524 { 419 {
525 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
526 save_object (freezer, op, 1); 421 op->write (f);
527 } 422 }
528 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
529 save_object (freezer, op, 1); 424 op->write (f);
530 } 425 }
531 } 426 }
532 427
428 coroapi::cede_to_tick ();
429
533 return true; 430 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 if (thawer.kw == KW_end)
548 break;
549
550 thawer.skip_kv ();
551 }
552
553 return _load_objects (thawer);
554} 431}
555 432
556bool 433bool
557maptile::_save_objects (const char *path, int flags) 434maptile::_save_objects (const char *path, int flags)
558{ 435{
689 return items; 566 return items;
690} 567}
691 568
692/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
693 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
694static void 571static const char *
695print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
696{ 573{
697 int i; 574 static dynbuf_text buf; buf.clear ();
698 char tmp[MAX_BUF];
699 575
700 strcpy (output_string, "");
701 for (i = 0; i < m->shopitems[0].index; i++) 576 for (int i = 0; i < m->shopitems[0].index; i++)
702 { 577 {
703 if (m->shopitems[i].typenum) 578 if (m->shopitems[i].typenum)
704 { 579 {
705 if (m->shopitems[i].strength) 580 if (m->shopitems[i].strength)
706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 581 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
707 else 582 else
708 sprintf (tmp, "%s;", m->shopitems[i].name); 583 buf.printf ("%s;", m->shopitems[i].name);
709 } 584 }
710 else 585 else
711 { 586 {
712 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
713 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 588 buf.printf ("*:%d;", m->shopitems[i].strength);
714 else 589 else
715 sprintf (tmp, "*"); 590 buf.printf ("*");
716 } 591 }
717
718 strcat (output_string, tmp);
719 } 592 }
593
594 return buf;
720} 595}
721 596
722/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
723 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
724 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
733bool 608bool
734maptile::_load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
735{ 610{
736 for (;;) 611 for (;;)
737 { 612 {
738 keyword kw = thawer.get_kv ();
739
740 switch (kw) 613 switch (thawer.kw)
741 { 614 {
742 case KW_msg: 615 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
744 break; 617 break;
745 618
777 case KW_winddir: thawer.get (winddir); break; 650 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
779 652
780 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
781 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;
782 657
783 case KW_region: default_region = region::find (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 660
786 // old names new names 661 // old names new names
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 672 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 676
677 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value);
679 break;
680
802 case KW_end: 681 case KW_end:
682 thawer.next ();
803 return true; 683 return true;
804 684
805 default: 685 default:
806 if (!thawer.parse_error ("map", 0)) 686 if (!thawer.parse_error ("map", 0))
807 return false; 687 return false;
808 break; 688 break;
809 } 689 }
690
691 thawer.next ();
810 } 692 }
811 693
812 abort (); 694 abort ();
813}
814
815bool
816maptile::_load_header (const char *path)
817{
818 object_thawer thawer (path);
819
820 if (!thawer)
821 return false;
822
823 return _load_header (thawer);
824} 695}
825 696
826/****************************************************************************** 697/******************************************************************************
827 * This is the start of unique map handling code 698 * This is the start of unique map handling code
828 *****************************************************************************/ 699 *****************************************************************************/
839 object *above = op->above; 710 object *above = op->above;
840 711
841 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))
842 unique = 1; 713 unique = 1;
843 714
844 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
845 {
846 op->destroy_inv (false);
847 op->destroy (); 716 op->destroy ();
848 }
849 717
850 op = above; 718 op = above;
851 } 719 }
852 } 720 }
853} 721}
863 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
864 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
865 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
866 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
867 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
868 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
869
870 if (default_region) MAP_OUT2 (region, default_region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
871 740
872 if (shopitems) 741 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
873 {
874 char shop[MAX_BUF];
875 print_shop_string (this, shop);
876 MAP_OUT2 (shopitems, shop);
877 }
878
879 MAP_OUT (shopgreed); 742 MAP_OUT (shopgreed);
880 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
881 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
882 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
746
883 MAP_OUT (darkness); 747 MAP_OUT (darkness);
884 MAP_OUT (width); 748 MAP_OUT (width);
885 MAP_OUT (height); 749 MAP_OUT (height);
886 MAP_OUT (enter_x); 750 MAP_OUT (enter_x);
887 MAP_OUT (enter_y); 751 MAP_OUT (enter_y);
926 * Remove and free all objects in the given map. 790 * Remove and free all objects in the given map.
927 */ 791 */
928void 792void
929maptile::clear () 793maptile::clear ()
930{ 794{
931 sfree (regions, size ()), regions = 0;
932 free (regionmap), regionmap = 0;
933
934 if (spaces) 795 if (spaces)
935 { 796 {
936 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 797 for (mapspace *ms = spaces + size (); ms-- > spaces; )
937 while (object *op = ms->bot) 798 while (object *op = ms->bot)
938 { 799 {
800 // manually remove, as to not trigger anything
801 if (ms->bot = op->above)
802 ms->bot->below = 0;
803
804 op->flag [FLAG_REMOVED] = true;
805
806 object *head = op->head_ ();
939 if (op->head) 807 if (op == head)
940 op = op->head;
941
942 op->destroy_inv (false);
943 op->destroy (); 808 op->destroy ();
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
944 } 814 }
945 815
946 sfree (spaces, size ()), spaces = 0; 816 sfree0 (spaces, size ());
947 } 817 }
948 818
949 if (buttons) 819 if (buttons)
950 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
951} 824}
952 825
953void 826void
954maptile::clear_header () 827maptile::clear_header ()
955{ 828{
987 attachable::do_destroy (); 860 attachable::do_destroy ();
988 861
989 clear (); 862 clear ();
990} 863}
991 864
992/* 865/* decay and destroy perishable items in a map */
993 * Updates every button on the map (by calling update_button() for them).
994 */
995void 866void
996maptile::update_buttons () 867maptile::do_decay_objects ()
997{ 868{
998 for (oblinkpt *obp = buttons; obp; obp = obp->next) 869 if (!spaces)
999 for (objectlink *ol = obp->link; ol; ol = ol->next) 870 return;
871
872 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above)
1000 { 874 {
1001 if (!ol->ob) 875 above = op->above;
876
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :)
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881 break;
882
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ())
889 ; // do not decay
890 else if (op->is_weapon ())
1002 { 891 {
1003 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 892 op->stats.dam--;
1004 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 893 if (op->stats.dam < 0)
1005 continue; 894 destroy = 1;
1006 } 895 }
1007 896 else if (op->is_armor ())
1008 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1009 { 897 {
1010 update_button (ol->ob); 898 op->stats.ac--;
1011 break; 899 if (op->stats.ac < 0)
900 destroy = 1;
1012 } 901 }
902 else if (op->type == FOOD)
903 {
904 op->stats.food -= rndm (5, 20);
905 if (op->stats.food < 0)
906 destroy = 1;
907 }
908 else
909 {
910 int mat = op->materials;
911
912 if (mat & M_PAPER
913 || mat & M_LEATHER
914 || mat & M_WOOD
915 || mat & M_ORGANIC
916 || mat & M_CLOTH
917 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32))
923 destroy = 1;
924 }
925
926 /* adjust overall chance below */
927 if (destroy && rndm (0, 1))
928 op->destroy ();
1013 } 929 }
1014} 930}
1015 931
1016/* 932/*
1017 * This routine is supposed to find out the difficulty of the map. 933 * This routine is supposed to find out the difficulty of the map.
1018 * difficulty does not have a lot to do with character level, 934 * difficulty does not have a lot to do with character level,
1019 * but does have a lot to do with treasure on the map. 935 * but does have a lot to do with treasure on the map.
1020 * 936 *
1021 * Difficulty can now be set by the map creature. If the value stored 937 * Difficulty can now be set by the map creator. If the value stored
1022 * in the map is zero, then use this routine. Maps should really 938 * in the map is zero, then use this routine. Maps should really
1023 * have a difficulty set than using this function - human calculation 939 * have a difficulty set rather than using this function - human calculation
1024 * is much better than this functions guesswork. 940 * is much better than this function's guesswork.
1025 */ 941 */
1026int 942int
1027maptile::estimate_difficulty () const 943maptile::estimate_difficulty () const
1028{ 944{
1029 long monster_cnt = 0; 945 long monster_cnt = 0;
1041 957
1042 if (QUERY_FLAG (op, FLAG_GENERATOR)) 958 if (QUERY_FLAG (op, FLAG_GENERATOR))
1043 { 959 {
1044 total_exp += op->stats.exp; 960 total_exp += op->stats.exp;
1045 961
1046 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 962 if (archetype *at = op->other_arch)
963 {
1047 total_exp += at->clone.stats.exp * 8; 964 total_exp += at->stats.exp * 8;
1048
1049 monster_cnt++; 965 monster_cnt++;
966 }
967
968 for (object *inv = op->inv; inv; inv = inv->below)
969 {
970 total_exp += op->stats.exp * 8;
971 monster_cnt++;
972 }
1050 } 973 }
1051 } 974 }
1052 975
1053 avgexp = (double) total_exp / monster_cnt; 976 avgexp = (double) total_exp / monster_cnt;
1054 977
1067 * postive values make it darker, negative make it brighter 990 * postive values make it darker, negative make it brighter
1068 */ 991 */
1069int 992int
1070maptile::change_map_light (int change) 993maptile::change_map_light (int change)
1071{ 994{
1072 int new_level = darkness + change;
1073
1074 /* Nothing to do */ 995 /* Nothing to do */
1075 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 996 if (!change)
1076 return 0; 997 return 0;
1077 998
1078 /* inform all players on the map */ 999 /* inform all players on the map */
1079 if (change > 0) 1000 if (change > 0)
1080 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1001 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1081 else 1002 else
1082 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1083 1004
1084 /* Do extra checking. since darkness is a unsigned value, 1005 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1085 * we need to be extra careful about negative values.
1086 * In general, the checks below are only needed if change
1087 * is not +/-1
1088 */
1089 if (new_level < 0)
1090 darkness = 0;
1091 else if (new_level >= MAX_DARKNESS)
1092 darkness = MAX_DARKNESS;
1093 else
1094 darkness = new_level;
1095 1006
1096 /* All clients need to get re-updated for the change */ 1007 /* All clients need to get re-updated for the change */
1097 update_all_map_los (this); 1008 update_all_map_los (this);
1009
1098 return 1; 1010 return 1;
1099} 1011}
1100 1012
1101/* 1013/*
1102 * This function updates various attributes about a specific space 1014 * This function updates various attributes about a specific space
1105 * through, etc) 1017 * through, etc)
1106 */ 1018 */
1107void 1019void
1108mapspace::update_ () 1020mapspace::update_ ()
1109{ 1021{
1110 object *tmp, *last = 0; 1022 object *last = 0;
1111 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1023 uint8 flags = P_UPTODATE, anywhere = 0;
1112 facetile *top, *floor, *middle; 1024 sint8 light = 0;
1113 object *top_obj, *floor_obj, *middle_obj;
1114 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1025 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1115 1026
1116 middle = blank_face; 1027 //object *middle = 0;
1117 top = blank_face; 1028 //object *top = 0;
1118 floor = blank_face; 1029 //object *floor = 0;
1030 // this seems to generate better code than using locals, above
1031 object *&top = faces_obj[0] = 0;
1032 object *&middle = faces_obj[1] = 0;
1033 object *&floor = faces_obj[2] = 0;
1119 1034
1120 middle_obj = 0;
1121 top_obj = 0;
1122 floor_obj = 0;
1123
1124 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1125 { 1036 {
1126 /* This could be made additive I guess (two lights better than 1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1127 * one). But if so, it shouldn't be a simple additive - 2
1128 * light bulbs do not illuminate twice as far as once since
1129 * it is a dissapation factor that is cubed.
1130 */
1131 if (tmp->glow_radius > light)
1132 light = tmp->glow_radius; 1038 light += tmp->glow_radius;
1133 1039
1134 /* This call is needed in order to update objects the player 1040 /* This call is needed in order to update objects the player
1135 * is standing in that have animations (ie, grass, fire, etc). 1041 * is standing in that have animations (ie, grass, fire, etc).
1136 * However, it also causes the look window to be re-drawn 1042 * However, it also causes the look window to be re-drawn
1137 * 3 times each time the player moves, because many of the 1043 * 3 times each time the player moves, because many of the
1140 * Always put the player down for drawing. 1046 * Always put the player down for drawing.
1141 */ 1047 */
1142 if (!tmp->invisible) 1048 if (!tmp->invisible)
1143 { 1049 {
1144 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1050 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1145 {
1146 top = tmp->face;
1147 top_obj = tmp; 1051 top = tmp;
1148 }
1149 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1052 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1150 { 1053 {
1151 /* If we got a floor, that means middle and top were below it, 1054 /* If we got a floor, that means middle and top were below it,
1152 * so should not be visible, so we clear them. 1055 * so should not be visible, so we clear them.
1153 */ 1056 */
1154 middle = blank_face; 1057 middle = 0;
1155 top = blank_face; 1058 top = 0;
1156 floor = tmp->face;
1157 floor_obj = tmp; 1059 floor = tmp;
1158 } 1060 }
1159 /* Flag anywhere have high priority */ 1061 /* Flag anywhere have high priority */
1160 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1161 { 1063 {
1162 middle = tmp->face;
1163
1164 middle_obj = tmp; 1064 middle = tmp;
1165 anywhere = 1; 1065 anywhere = 1;
1166 } 1066 }
1067
1167 /* Find the highest visible face around. If equal 1068 /* Find the highest visible face around. If equal
1168 * visibilities, we still want the one nearer to the 1069 * visibilities, we still want the one nearer to the
1169 * top 1070 * top
1170 */ 1071 */
1171 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1172 {
1173 middle = tmp->face;
1174 middle_obj = tmp; 1073 middle = tmp;
1175 }
1176 } 1074 }
1177 1075
1178 if (tmp == tmp->above) 1076 if (tmp == tmp->above)
1179 { 1077 {
1180 LOG (llevError, "Error in structure of map\n"); 1078 LOG (llevError, "Error in structure of map\n");
1193 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1194 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1195 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1196 } 1094 }
1197 1095
1198 this->light = light; 1096 this->light = min (light, MAX_LIGHT_RADIUS);
1199 this->flags_ = flags; 1097 this->flags_ = flags;
1200 this->move_block = move_block & ~move_allow; 1098 this->move_block = move_block & ~move_allow;
1201 this->move_on = move_on; 1099 this->move_on = move_on;
1202 this->move_off = move_off; 1100 this->move_off = move_off;
1203 this->move_slow = move_slow; 1101 this->move_slow = move_slow;
1215 * middle face. This should not happen, as we already have the 1113 * middle face. This should not happen, as we already have the
1216 * else statement above so middle should not get set. OTOH, it 1114 * else statement above so middle should not get set. OTOH, it
1217 * may be possible for the faces to match but be different objects. 1115 * may be possible for the faces to match but be different objects.
1218 */ 1116 */
1219 if (top == middle) 1117 if (top == middle)
1220 middle = blank_face; 1118 middle = 0;
1221 1119
1222 /* There are three posibilities at this point: 1120 /* There are three posibilities at this point:
1223 * 1) top face is set, need middle to be set. 1121 * 1) top face is set, need middle to be set.
1224 * 2) middle is set, need to set top. 1122 * 2) middle is set, need to set top.
1225 * 3) neither middle or top is set - need to set both. 1123 * 3) neither middle or top is set - need to set both.
1226 */ 1124 */
1227 1125
1228 for (tmp = last; tmp; tmp = tmp->below) 1126 for (object *tmp = last; tmp; tmp = tmp->below)
1229 { 1127 {
1230 /* Once we get to a floor, stop, since we already have a floor object */ 1128 /* Once we get to a floor, stop, since we already have a floor object */
1231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1232 break; 1130 break;
1233 1131
1234 /* If two top faces are already set, quit processing */ 1132 /* If two top faces are already set, quit processing */
1235 if ((top != blank_face) && (middle != blank_face)) 1133 if (top && middle)
1236 break; 1134 break;
1237 1135
1238 /* Only show visible faces */ 1136 /* Only show visible faces */
1239 if (!tmp->invisible) 1137 if (!tmp->invisible)
1240 { 1138 {
1241 /* Fill in top if needed */ 1139 /* Fill in top if needed */
1242 if (top == blank_face) 1140 if (!top)
1243 { 1141 {
1244 top = tmp->face;
1245 top_obj = tmp; 1142 top = tmp;
1246 if (top == middle) 1143 if (top == middle)
1247 middle = blank_face; 1144 middle = 0;
1248 } 1145 }
1249 else 1146 else
1250 { 1147 {
1251 /* top is already set - we should only get here if 1148 /* top is already set - we should only get here if
1252 * middle is not set 1149 * middle is not set
1253 * 1150 *
1254 * Set the middle face and break out, since there is nothing 1151 * Set the middle face and break out, since there is nothing
1255 * more to fill in. We don't check visiblity here, since 1152 * more to fill in. We don't check visiblity here, since
1256 * 1153 *
1257 */ 1154 */
1258 if (tmp->face != top) 1155 if (tmp != top)
1259 { 1156 {
1260 middle = tmp->face;
1261 middle_obj = tmp; 1157 middle = tmp;
1262 break; 1158 break;
1263 } 1159 }
1264 } 1160 }
1265 } 1161 }
1266 } 1162 }
1267 1163
1268 if (middle == floor) 1164 if (middle == floor)
1269 middle = blank_face; 1165 middle = 0;
1270 1166
1271 if (top == middle) 1167 if (top == middle)
1272 middle = blank_face; 1168 middle = 0;
1273 1169
1274 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1170#if 0
1275 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1171 faces_obj [0] = top;
1276 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1172 faces_obj [1] = middle;
1173 faces_obj [2] = floor;
1174#endif
1277} 1175}
1278 1176
1279uint64 1177uint64
1280mapspace::volume () const 1178mapspace::volume () const
1281{ 1179{
1285 vol += op->volume (); 1183 vol += op->volume ();
1286 1184
1287 return vol; 1185 return vol;
1288} 1186}
1289 1187
1290/* this updates the orig_map->tile_map[tile_num] value after finding 1188maptile *
1291 * the map. It also takes care of linking back the freshly found 1189maptile::tile_available (int dir, bool load)
1292 * maps tile_map values if it tiles back to this one. It returns
1293 * the value of orig_map->tile_map[tile_num].
1294 */
1295static inline maptile *
1296find_and_link (maptile *orig_map, int tile_num)
1297{ 1190{
1298 maptile *mp = orig_map->tile_map [tile_num]; 1191 if (tile_path[dir])
1299
1300 if (!mp)
1301 {
1302 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1303
1304 if (!mp)
1305 {
1306 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1307 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1308 &orig_map->tile_path[tile_num], &orig_map->path);
1309 mp = new maptile (1, 1);
1310 mp->alloc ();
1311 mp->in_memory = MAP_IN_MEMORY;
1312 }
1313 } 1192 {
1193 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1194 return tile_map[dir];
1314 1195
1315 int dest_tile = (tile_num + 2) % 4; 1196 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1197 return tile_map[dir];
1198 }
1316 1199
1317 orig_map->tile_map [tile_num] = mp;
1318
1319 // optimisation: back-link map to origin map if euclidean
1320 //TODO: non-euclidean maps MUST GO
1321 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1322 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1323
1324 return mp; 1200 return 0;
1325}
1326
1327static inline void
1328load_and_link (maptile *orig_map, int tile_num)
1329{
1330 find_and_link (orig_map, tile_num)->load_sync ();
1331} 1201}
1332 1202
1333/* this returns TRUE if the coordinates (x,y) are out of 1203/* this returns TRUE if the coordinates (x,y) are out of
1334 * map m. This function also takes into account any 1204 * map m. This function also takes into account any
1335 * tiling considerations, loading adjacant maps as needed. 1205 * tiling considerations, loading adjacant maps as needed.
1348 if (!m) 1218 if (!m)
1349 return 0; 1219 return 0;
1350 1220
1351 if (x < 0) 1221 if (x < 0)
1352 { 1222 {
1353 if (!m->tile_path[3]) 1223 if (!m->tile_available (3))
1354 return 1; 1224 return 1;
1355 1225
1356 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1357 find_and_link (m, 3);
1358
1359 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1226 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1360 } 1227 }
1361 1228
1362 if (x >= m->width) 1229 if (x >= m->width)
1363 { 1230 {
1364 if (!m->tile_path[1]) 1231 if (!m->tile_available (1))
1365 return 1; 1232 return 1;
1366 1233
1367 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1368 find_and_link (m, 1);
1369
1370 return out_of_map (m->tile_map[1], x - m->width, y); 1234 return out_of_map (m->tile_map[1], x - m->width, y);
1371 } 1235 }
1372 1236
1373 if (y < 0) 1237 if (y < 0)
1374 { 1238 {
1375 if (!m->tile_path[0]) 1239 if (!m->tile_available (0))
1376 return 1; 1240 return 1;
1377 1241
1378 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1379 find_and_link (m, 0);
1380
1381 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1242 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1382 } 1243 }
1383 1244
1384 if (y >= m->height) 1245 if (y >= m->height)
1385 { 1246 {
1386 if (!m->tile_path[2]) 1247 if (!m->tile_available (2))
1387 return 1; 1248 return 1;
1388
1389 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1390 find_and_link (m, 2);
1391 1249
1392 return out_of_map (m->tile_map[2], x, y - m->height); 1250 return out_of_map (m->tile_map[2], x, y - m->height);
1393 } 1251 }
1394 1252
1395 /* Simple case - coordinates are within this local 1253 /* Simple case - coordinates are within this local
1409maptile * 1267maptile *
1410maptile::xy_find (sint16 &x, sint16 &y) 1268maptile::xy_find (sint16 &x, sint16 &y)
1411{ 1269{
1412 if (x < 0) 1270 if (x < 0)
1413 { 1271 {
1414 if (!tile_path[3]) 1272 if (!tile_available (3))
1415 return 0; 1273 return 0;
1416 1274
1417 find_and_link (this, 3);
1418 x += tile_map[3]->width; 1275 x += tile_map[3]->width;
1419 return tile_map[3]->xy_find (x, y); 1276 return tile_map[3]->xy_find (x, y);
1420 } 1277 }
1421 1278
1422 if (x >= width) 1279 if (x >= width)
1423 { 1280 {
1424 if (!tile_path[1]) 1281 if (!tile_available (1))
1425 return 0; 1282 return 0;
1426 1283
1427 find_and_link (this, 1);
1428 x -= width; 1284 x -= width;
1429 return tile_map[1]->xy_find (x, y); 1285 return tile_map[1]->xy_find (x, y);
1430 } 1286 }
1431 1287
1432 if (y < 0) 1288 if (y < 0)
1433 { 1289 {
1434 if (!tile_path[0]) 1290 if (!tile_available (0))
1435 return 0; 1291 return 0;
1436 1292
1437 find_and_link (this, 0);
1438 y += tile_map[0]->height; 1293 y += tile_map[0]->height;
1439 return tile_map[0]->xy_find (x, y); 1294 return tile_map[0]->xy_find (x, y);
1440 } 1295 }
1441 1296
1442 if (y >= height) 1297 if (y >= height)
1443 { 1298 {
1444 if (!tile_path[2]) 1299 if (!tile_available (2))
1445 return 0; 1300 return 0;
1446 1301
1447 find_and_link (this, 2);
1448 y -= height; 1302 y -= height;
1449 return tile_map[2]->xy_find (x, y); 1303 return tile_map[2]->xy_find (x, y);
1450 } 1304 }
1451 1305
1452 /* Simple case - coordinates are within this local 1306 /* Simple case - coordinates are within this local
1463adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1317adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1464{ 1318{
1465 if (!map1 || !map2) 1319 if (!map1 || !map2)
1466 return 0; 1320 return 0;
1467 1321
1468 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1322 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1469 //fix: compare paths instead (this is likely faster, too!) 1323 //fix: compare paths instead (this is likely faster, too!)
1470 if (map1 == map2) 1324 if (map1 == map2)
1471 { 1325 {
1472 *dx = 0; 1326 *dx = 0;
1473 *dy = 0; 1327 *dy = 0;
1655 else 1509 else
1656 { 1510 {
1657 retval->distance_x += op2->x - x; 1511 retval->distance_x += op2->x - x;
1658 retval->distance_y += op2->y - y; 1512 retval->distance_y += op2->y - y;
1659 1513
1660 retval->part = NULL; 1514 retval->part = 0;
1661 retval->distance = idistance (retval->distance_x, retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1662 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1663 } 1517 }
1664} 1518}
1665 1519
1666/* Returns true of op1 and op2 are effectively on the same map 1520/* Returns true of op1 and op2 are effectively on the same map
1680} 1534}
1681 1535
1682object * 1536object *
1683maptile::insert (object *op, int x, int y, object *originator, int flags) 1537maptile::insert (object *op, int x, int y, object *originator, int flags)
1684{ 1538{
1685 if (!op->flag [FLAG_REMOVED])
1686 op->remove ();
1687
1688 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1539 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1689} 1540}
1690 1541
1691region * 1542region *
1692maptile::region (int x, int y) const 1543maptile::region (int x, int y) const
1701 return default_region; 1552 return default_region;
1702 1553
1703 return ::region::default_region (); 1554 return ::region::default_region ();
1704} 1555}
1705 1556
1557/* picks a random object from a style map.
1558 */
1559object *
1560maptile::pick_random_object (rand_gen &gen) const
1561{
1562 /* while returning a null object will result in a crash, that
1563 * is actually preferable to an infinite loop. That is because
1564 * most servers will automatically restart in case of crash.
1565 * Change the logic on getting the random space - shouldn't make
1566 * any difference, but this seems clearer to me.
1567 */
1568 for (int i = 1000; --i;)
1569 {
1570 object *pick = at (gen (width), gen (height)).bot;
1706 1571
1572 // do not prefer big monsters just because they are big.
1573 if (pick && pick->is_head ())
1574 return pick->head_ ();
1575 }
1576
1577 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find ("bug");
1579}
1580
1581void
1582maptile::play_sound (faceidx sound, int x, int y) const
1583{
1584 if (!sound)
1585 return;
1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598}
1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1603 for_all_players (pl)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 }
1614}
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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